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radintorov
Feb 18, 2011
This, along with the titles developed by Relic, is one of my favourite 40k games: the developers have shown that this was not just a cash-in using the brand.
It has a few issues, but I really like it regardless.

my dad posted:

Hopefully, this LP will last longer than your other ones. :v:
To be fair this game is actually finished and has a definite end-goal with proper progression. :v:

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radintorov
Feb 18, 2011
Gonna toss in a captain and ship in here as well: captain Georgius Wells of the Lunar-class cruiser The Emperor Thunderous Child.
You can probably guess how I'm hoping you will upgrade and employ it. :v:

radintorov
Feb 18, 2011
I had to learn the hard way that Admiral Spire was right and in Convoy Escort missions it is actually beneficial to try and split the transports as much as possible*: they are so fragile that, if clustered together, there isn't much a player can do against another one that is going straight for the objective, since even a single light cruiser plowing into a formation of transports will be able to quickly ram and take enough of them out to win.
By splitting them the enemy is forced to either split their forces in response, or focus on a single side: if played well, both of these choices can mean losing since in the former case the defending player can focus their own ships to block the one or two enemies and quickly take them out of the fight, or buy time for the transports not being focused upon to get out by pinballing the enemy ships.

*Disclaimer: this works well against Orks and Imperials; against Eldars it's probably going to lead to a quick defeat. :v:

radintorov
Feb 18, 2011

Annointed posted:

From what I've seen so far the game expects you to lose more than a few planets and still win, does that mean there are fodder planets that don't give you any resources?
There are no resource-less planets in this game, although some are more useful than others.

radintorov
Feb 18, 2011

Veloxyll posted:

Apparently they may have advanced the Plot.
and The Eldar were ready to summon Ynaed, their Slaneesh killing Death God.
Ynaed just needed one more Eldar Soul to materialise. Eldred's. At which point his ego got in the way, and all the Craftworld's soulstones dissipated into the Warp.
So the Eldar screwed everything up again? :v:

radintorov
Feb 18, 2011

The Lone Badger posted:

Does every ship in this have a teleportarium?
Every ship of the line does: it rolls a single boarding attempt instead of the 1+ship size and has a maximum range equal to a ship detection radius (most ships have 5000 as a value).
Assaults using the teleportarium ignore the target turret rating when rolling the boarding attempt.

radintorov
Feb 18, 2011
Data Recovery missions are a pain and here are a few things to know about them for those that don't have this game:
  • first off assault dropships, as seen in the video, are useful because they can be used as an added opportunity to stop a ship from Warping out (though they do have travel time) but cannot* capture the Data
  • the ship carrying the Data will drop it in a black box if it is destroyed which can be picked up by another ship moving near it
  • as also seen in the video with the AI wasting a special move on going Silent Running, the ship carrying the objective is always revealed** to the enemy
  • a boarding action doesn't need to roll successfully to steal the Data


*This wasn't always the case early on when any skill that rolled a boarding chance could steal the Data. It was quickly changed when people started using insanely cheesy tactics like hiding a ship in a nebula waiting for the Warp Jump to be off cooldown and then using a special boarding attack to steal the Data from the other side of the map and through shields, allowing it to jump out without any chance for the enemy to recover it

**This also wasn't the case, but unlike the previous example it allowed some pretty fun mind games using feints, decoys and specialized stealth Light Cruisers builds so I was sad to have it seen go away

radintorov
Feb 18, 2011

PoptartsNinja posted:

Convoy would be better if there was an agro-management tool in game. Something to force the enemy to switch their targets to your cruisers, even if only temporarily.
There used to be a Taunt skill you could equip on your ships, but it was removed since it could be chained and allowed Orks to force the enemy at close range to pinball around and made Eldar sitting ducks.
As it is now the only way of controlling the enemy is via liberal use of Stasis Bombs (that can be dodged/destroyed by other bombs) and the Sensor Disruption skill coupled with Silent Running but SR doesn't work with Target ships. :v:

I believe that having a ship placed between the target and attacker will allow it to block hits, since I recall the shots are simulated to a certain extent, but that requires an insane level of micromanaging.

radintorov
Feb 18, 2011

HerpicleOmnicron5 posted:

The best way is to ram enemies away from the convoy, or at least ram them so they cannot hit their target with broadsides. If there's a situation in the game, it's likely the best solution is to ram it tactically.
"When in doubt, RAMMING SPEED!" is the motto of this game. :black101:

radintorov
Feb 18, 2011
I disagree with the Dominator being a ship that needs to stay away from battle: 8 Macro-Cannons per side give it a lot of punch for its size.
Granted, up close the Nova Cannon is a bit unwieldy to bring to bear if the ship is in a duel, but in a normal battle, there will be a target that is outside minimum range that can be reached with a quick turn.

Edit: also yay, the Eldars are here! Time to murder them all! :black101:
(hopefully better than this last mission :v: )

radintorov fucked around with this message at 23:07 on Feb 15, 2017

radintorov
Feb 18, 2011
Of note is that, once again, the game gives actually good advice: the main tactic with Eldar (which we will rarely see since the AI is terrible at using them) is to rush in, Pulsar a single target and rush out; as such keeping a close formation will allow most ships to fire on them (and given the way holofields work volume of fire is essential) and to maneuver them so that a ship that was hit can be shielded by others on subsequent attacks.
Keeping a tight formation also allows turrets to overlap to deal with their bombers and torpedoes, and makes it easier for multiple ships to Lightning Strike at once since unlike void shields, holofields provide no protection.
Finally Eldar ships have the Fragile trait which halves their ramming damage (as Herp demonstrated) while doubling the critical chance of enemy attacks that get through the holofields.

radintorov
Feb 18, 2011

Arashiofordo3 posted:

Is there an actual Mechanicus fleet in the game?
Not at the moment, but you can get the Mechanicus favour on your ships, which gives them an additional active skill and upgrade slots if I'm not misremembering.

radintorov
Feb 18, 2011

my dad posted:

I've seen people launch fighters as the first thing they do in the fight, long before they get close to the enemy, and then put the bombers on autocast. The timing works out in that they take out the first wave of enemy ordnance at just about the time the bombers are ready to launch.
It's what I always do when I play simply because fighters will stay in the air until they do their attacks or are shot down. They will also stick around when Bombers/Assault Shuttles are launched.
By launching them at the start, the launch bays will pretty much always be off of cooldown by the time they can be used offensively and in the meantime I have a spare fighter screen to provide cover against any bomber or torpedo attack that might threaten the ship.
The only reason one might want to avoid using them at the start is if you want to keep that specific capital ship hidden against a human player since they can be spotted even if the carrier ship is still unidentified.

radintorov
Feb 18, 2011
And once again you did not launch a fighter screen at the start. :v:
Thankfully between the torpedoes causing the station to launch its own fighters (with subsequent cooldown) and Captain Abrigal attracting its attention, you only had to deal with one bomber wave that you countered effectively.

radintorov
Feb 18, 2011
You won that Breakthrough mission because a battle with that amount of points means that the Attacker needs to destroy the defensive platforms and reach the edge of the map with two line ships. By killing all but one, it was impossible for the Orks to complete the ultimate objective.
Also you can set up your ships (and escort) auto-cast orders, skills and AI behaviours while in Port Maw by tweaking the Settings of each ship.

edit:
that was some instant karma with those Eldar :v:

radintorov fucked around with this message at 00:32 on Mar 19, 2017

radintorov
Feb 18, 2011

my dad posted:

Honestly, if you're doing one of those data missions, it might be best to deactivate boarding autocast and keep your ships close together. That way, if you lose the data, you should have a much easier time getting it back.
Yup, Data Recovery missions are ones where you absolutely want to 100% control when a ship performs a boarding action.
That said the Eldar AI played pretty well by sending the lighter line ships as distractions and then having the flagship sneak in, grab the data and boost away.

radintorov
Feb 18, 2011

Mighty Steed posted:

Thanks! Admiral Spire gets off fairly lightly but the penalties look painful.
It's because those missions do stack the deck against you somewhat since losing the artefacts is what happened in the canonical 12th crusade.

radintorov
Feb 18, 2011
You don't lose shields by ramming. You lose shields by ramming in the middle of a battlegroup so that they all focus fire on your ship.
Also Brace for Impact works a lot better when used before ramming. :v:

radintorov
Feb 18, 2011

GunnerJ posted:

Kinda feel like that battleship is holding you back. It's too loving slow.
That's where Micro-Warp Jump can help somewhat: in most battles it will only be useable once but the enhanced augur array on the Emperor gives it a stock 10k range, which is nothing to scoff at and would've allowed it to be able to participate in the interception of the final two Chaos ships, although given the positioning of the bombardment missions it might not have mattered.

Also I thought it'd be obvious given the number of times it was caught on camera, but bomb auto-casts have to be staggered because dropping 20 bombs in the same place means that the first plasma bomb going off will kill all the other unexploded bombs, wasting them completely. Sadly the AI does not know how to properly use bombs together, though it is good at placing them.

Finally any time a priority asset like that station is taking damage, especially from long-range lances, you need to use Brace For Impact. It really does help mitigate a lot of damage and if you aren't using any other special orders, you might as well use the one that gives a flat increase to survivability.

radintorov
Feb 18, 2011

wiegieman posted:

Taking a chance on losing his third deployment is better than losing his entire fleet to bullshit chaos flagships.
Still, it is an Assassination mission where he plays the attacker, so all he needs is to survive long enough to cram a few boatloads of torpedoes into the flagship to win.
Which is how I tackled basically all Chaos flagships on my playthrough: turns out that having average armor makes them especially subsceptible to Melta torps and any ship with 6+ fires going on isn't going to last too long, doubly so when it has an entire fleet focusing fire on it.

BURN THE HERETICS :flame:

radintorov
Feb 18, 2011

V. Illych L. posted:

imo chainramming is the key to taking out flagships
Which is another reason to use massed torpedo salvoes: ships with prow launchers can be fitted with Power Rams, will have to wait for the salvo to be off of cooldown and will be alredy pointed at the target. :getin:

radintorov
Feb 18, 2011

GunnerJ posted:

There is no reasonable connection between the narrative conceit "lol eldar are backstabbers" and the game mechanics outcome "I guess the Imperium just straight doesn't give a gently caress that the xenos they just made a very tenuous treaty with are continuing to occupy/blockade their worlds, in violation of the terms of the treaty."
Honestly I think this is just a bug. As we've seen when the Orks were beaten, their planets were freed, unlike the Eldars'.
Also I seem to recall the Eldar leaving the few worlds they had in my game, but I might be mistaken since it has been a while since then.

radintorov
Feb 18, 2011
If you were wondering, Melta Torpedoes do have a balancing feature: they have zero armor penetration, so to deal fire damage they need to not only hit, but roll against the armor.
This makes them good when firing at weak sides like the 25 armor stern Ork ships have, while they not as effective as regular torpedoes when hitting something like an 75 armored prow or a ship that normally has 50 armor but has Braced for Impact.
That said with the damage of multiple fires they have still the potential of neutering boss-type ships. :flame:

radintorov
Feb 18, 2011
Having played this, I was wondering why in earlier videos you were saying you were nearing the end. :v:
As an aside, the cutscenes of this game keep being great.

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radintorov
Feb 18, 2011
Congratulations on surviving the Gothic War and finishing this LP!
And since Nexus was a favourite game of mine, I'll be sure to follow that LP as well.

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