As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

WH40K: DoW2 multiplayer thread. Now with more jailings!

13468966

Posts

  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    I hear razorbacks are popular now, too. :winky:

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    FoefallerFoefaller Registered User regular
    edited February 2009
    Am I the only person who thinks Tankbusters are awesome?

    Perhaps I just play it smarter than my opponents, but I've always had huge success with tankbusters taking down vehicles...

    Foefaller on
    steam_sig.png
  • Options
    DeadOnArrivalDeadOnArrival Registered User regular
    edited February 2009
    Masume wrote: »
    Wow, go away for a night, come back and it's like the warden moved in on you guys. lol

    So, anyone want to help me with a strat on Space Marines vs Orks, or what? :P

    T1 is entirely ugly against them!

    The Orks can't be everywhere at once and if they are then their forces are split up and can be picked off one or two at a time. Keep your forces together, SM absolutely can't split forces in tier 1 against Orks or they'll do the same to you. Cap the parts of the map where their control is weakest, and retreat from battles after taking out as many orks as possible WITHOUT losing any Marines. This way you're costing them req whilst not being forced to spend any of yours on reinforcements.

    Protect your power and have it as close to your base as possible so you have a fast response time to it. If you can't tech then the game is effectively over.

    Once you get to tier 2, you'll have a few tactical squads and you should be able to fight the entirety of the Ork army on your own terms. You'll need power once in tier 2 as well to gain the advantage and destroy ork vehicles, so keep it safe. Sergeants are a must for ASM and TSM squads and if you use the Force Commander the Thunder Hammer can be a godsend against massed orks. Be sure to save some power though, the Deff Dread or Wartrukk will invariably try to catch you off-guard.

    You'll find that if you've kept your squads alive and haven't lost total map control by tier 2, then the advantage will come back to Space Marines. Ork tier 2 is weak in comparison to SM.

    DeadOnArrival on
    2zz3vp4.jpg
  • Options
    BlackDoveBlackDove Registered User regular
    edited February 2009
    Goomba, what is your usual (and even perchance, UNUSUAL) Eldar strategy?

    Personally, I head my initial guardians to the center of the map for any of the power nodes, while my exarch gets everything on the sides by hopping around like a bunny. I build guardians/shurikens in a 2:1 manner, shurikens as backups for guardians. Then I Tier 2 and probably only build a Falcon next because he's hella power expensive. After him, Tier 3, and then the D-cannons.

    Problem being I'm horrible with positioning the D-cannons most of the time, and don't seem to get the optimal way of positioning them. Perhaps I should tag a Ranger team with them for extra visibility or something.

    How do you go about it (the strategy, but also the cannon setting can be helpful too)?

    BlackDove on
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    SM vs orks is a bit of a tough matchup post patch is its near impossible to gain map control against a good ork player.

    Play a defensive game till t2.

    CanisAquilus on
  • Options
    Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited February 2009
    Canis is babies

    Zen Vulgarity on
  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    BlackDove wrote: »
    Goomba, what is your usual (and even perchance, UNUSUAL) Eldar strategy?

    Personally, I head my initial guardians to the center of the map for any of the power nodes, while my exarch gets everything on the sides by hopping around like a bunny. I build guardians/shurikens in a 2:1 manner, shurikens as backups for guardians. Then I Tier 2 and probably only build a Falcon next because he's hella power expensive. After him, Tier 3, and then the D-cannons.

    Problem being I'm horrible with positioning the D-cannons most of the time, and don't seem to get the optimal way of positioning them. Perhaps I should tag a Ranger team with them for extra visibility or something.

    How do you go about it (the strategy, but also the cannon setting can be helpful too)?
    Why, platforms spamming or what every other Eldar player does! Play the game like it's DoW 1!

    Three guardians (upgrading as needed), a ranger (more as needed), then Falcons! It's combined arms, you see. Avoiding the units that make your army stand out. Right, Canem? :lol:

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    By the way, that game where I beat that ork with eldar after being afk for two and a half minutes?

    Mere seconds prior to tabbing back in goomba had sent me the link to that Go Go "song" by B44, and as a result the song was running in the background of the game for pretty much its whole duration.

    Conclusion? B44 gives you super eldar powers.

    CanisAquilus on
  • Options
    BlackDoveBlackDove Registered User regular
    edited February 2009
    Goomba wrote: »
    BlackDove wrote: »
    Goomba, what is your usual (and even perchance, UNUSUAL) Eldar strategy?

    Personally, I head my initial guardians to the center of the map for any of the power nodes, while my exarch gets everything on the sides by hopping around like a bunny. I build guardians/shurikens in a 2:1 manner, shurikens as backups for guardians. Then I Tier 2 and probably only build a Falcon next because he's hella power expensive. After him, Tier 3, and then the D-cannons.

    Problem being I'm horrible with positioning the D-cannons most of the time, and don't seem to get the optimal way of positioning them. Perhaps I should tag a Ranger team with them for extra visibility or something.

    How do you go about it (the strategy, but also the cannon setting can be helpful too)?
    Why, platforms spamming or what every other Eldar player does! Play the game like it's DoW 1!

    Three guardians (upgrading as needed), a ranger (more as needed), then Falcons! It's combined arms, you see. Avoiding the units that make your army stand out. Right, Canem? :lol:

    How do you juggle Falcons and D's? D's are only 40, but Falcons are ninety fucking five.

    BlackDove on
  • Options
    RamiRami Registered User regular
    edited February 2009
    Falcon's power isn't that bad since T1 is mostly about guardians and shurikens and neither of those cost power and guardians only need 10 to upgrade to plasma nades. I can't remember what rangers is, 20 or 30? I don't normally build more than 1 ranger squad though.

    Rami on
    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
    sig.gif
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    Goomba wrote: »
    BlackDove wrote: »
    Goomba, what is your usual (and even perchance, UNUSUAL) Eldar strategy?

    Personally, I head my initial guardians to the center of the map for any of the power nodes, while my exarch gets everything on the sides by hopping around like a bunny. I build guardians/shurikens in a 2:1 manner, shurikens as backups for guardians. Then I Tier 2 and probably only build a Falcon next because he's hella power expensive. After him, Tier 3, and then the D-cannons.

    Problem being I'm horrible with positioning the D-cannons most of the time, and don't seem to get the optimal way of positioning them. Perhaps I should tag a Ranger team with them for extra visibility or something.

    How do you go about it (the strategy, but also the cannon setting can be helpful too)?
    Why, platforms spamming or what every other Eldar player does! Play the game like it's DoW 1!

    Three guardians (upgrading as needed), a ranger (more as needed), then Falcons! It's combined arms, you see. Avoiding the units that make your army stand out. Right, Canem? :lol:

    Look we know you're upset you cant use banshees anymore. We get it. Seriously. You can kill it with this stuff now.

    CanisAquilus on
  • Options
    KinderpartyKinderparty Registered User regular
    edited February 2009
    Except you can. It's like the guys that said WSC was outdated but all you had to do was look at Sepha to know that wasn't true.

    Now, just look at Stephen. He uses banshees quite well. Too bad nothing will save you from the venom cannon fury.

    Kinderparty on
  • Options
    MasumeMasume Creator Caprica, FloridaRegistered User regular
    edited February 2009
    Masume wrote: »
    Wow, go away for a night, come back and it's like the warden moved in on you guys. lol

    So, anyone want to help me with a strat on Space Marines vs Orks, or what? :P

    T1 is entirely ugly against them!

    The Orks can't be everywhere at once and if they are then their forces are split up and can be picked off one or two at a time. Keep your forces together, SM absolutely can't split forces in tier 1 against Orks or they'll do the same to you. Cap the parts of the map where their control is weakest, and retreat from battles after taking out as many orks as possible WITHOUT losing any Marines. This way you're costing them req whilst not being forced to spend any of yours on reinforcements.

    Protect your power and have it as close to your base as possible so you have a fast response time to it. If you can't tech then the game is effectively over.

    Once you get to tier 2, you'll have a few tactical squads and you should be able to fight the entirety of the Ork army on your own terms. You'll need power once in tier 2 as well to gain the advantage and destroy ork vehicles, so keep it safe. Sergeants are a must for ASM and TSM squads and if you use the Force Commander the Thunder Hammer can be a godsend against massed orks. Be sure to save some power though, the Deff Dread or Wartrukk will invariably try to catch you off-guard.

    You'll find that if you've kept your squads alive and haven't lost total map control by tier 2, then the advantage will come back to Space Marines. Ork tier 2 is weak in comparison to SM.

    Alright good, this helps a lot. How good are tac marine squads btw? I rarely use them compared to ASM's, mostly because they are the all purpose can openers, usually. But compared to Ork's they don't really hold up well.

    Masume on
    3DS Code - 5370-0463-9307
    Wii U - 'Nocero'
    XBox ID - therealmasume
    PS4 ID - realmasume
  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    Except you can. It's like the guys that said WSC was outdated but all you had to do was look at Sepha to know that wasn't true.

    Now, just look at Stephen. He uses banshees quite well. Too bad nothing will save you from the venom cannon fury.
    Banshees can barely beat guardians. Probably lose to guardians with the warlock upgrade. Just because you're afraid to run your razorback behind his brightlance doesn't make them useful. :)

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    RanxRanx Registered User regular
    edited February 2009
    is it just me or do space marines not have a very good response to several enemy vehicles

    Ranx on
  • Options
    rtsrts Registered User regular
    edited February 2009
    Its you. Tac missiles, plasma, powerfist.



    Powerfist.

    rts on
    skype: rtschutter
  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    Ranx wrote: »
    is it just me or do space marines not have a very good response to several enemy vehicles
    Play orkz. Even Eldar's answers ar- is better than that stuff. :rotate:

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited February 2009
    Powerfist doesn't seem to do as much to walkers anymore.

    Zen Vulgarity on
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    Tankbustas seem pretty okay to me?

    CanisAquilus on
  • Options
    valiancevaliance Registered User regular
    edited February 2009
    Goomba wrote: »
    BlackDove wrote: »
    Goomba, what is your usual (and even perchance, UNUSUAL) Eldar strategy?

    Personally, I head my initial guardians to the center of the map for any of the power nodes, while my exarch gets everything on the sides by hopping around like a bunny. I build guardians/shurikens in a 2:1 manner, shurikens as backups for guardians. Then I Tier 2 and probably only build a Falcon next because he's hella power expensive. After him, Tier 3, and then the D-cannons.

    Problem being I'm horrible with positioning the D-cannons most of the time, and don't seem to get the optimal way of positioning them. Perhaps I should tag a Ranger team with them for extra visibility or something.

    How do you go about it (the strategy, but also the cannon setting can be helpful too)?
    Why, platforms spamming or what every other Eldar player does! Play the game like it's DoW 1!

    Three guardians (upgrading as needed), a ranger (more as needed), then Falcons! It's combined arms, you see. Avoiding the units that make your army stand out. Right, Canem? :lol:

    Not to imply that Eldar are properly balanced but there are only 2 aspect warriors anyway, right? Warp Spiders and Banshees

    valiance on
  • Options
    AiranAiran Registered User regular
    edited February 2009
    Heavy melee damage has been cut by half, so the FIST isn't quite as beastly as in pre-patch :(

    I haven't quite gotten to the scenario of multiple vehicles yet but I'd wager you'd be well and truly fucked at that point. Plasmas are good if you can set them up in a nice position early, but again, they need to be setup well (good thing they're very long range eh). Tac missles are the most flexible option, ASM meltas might be nice against tanks, but walkers will chew them up with the special-kills (sync-kill?).

    Airan on
    paDudSig.jpg
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    So is the venom cannon bugged or what? Because that thing puts out more dps than the FC's assault cannon.

    CanisAquilus on
  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    valiance wrote: »
    Not to imply that Eldar are properly balanced but there are only 2 aspect warriors anyway, right? Warp Spiders and Banshees
    That's 2 out of 8 units. A quarter of the T2 army, as far as I have seen, uselesssss. :(

    And tac marine missiles are stupid good.

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    valiancevaliance Registered User regular
    edited February 2009
    why dont people like tankbustas? for my money they're the best unit of ork's notoriously weak T2; but I guess trukks and kans might be better if youre into that sort of thing but I was never into kan rushes, and trukks get knocked out way too quickly by AV for my taste
    Goomba wrote: »
    valiance wrote: »
    Not to imply that Eldar are properly balanced but there are only 2 aspect warriors anyway, right? Warp Spiders and Banshees
    That's 2 out of 8 units. A quarter of the T2 army, as far as I have seen, uselesssss. :(

    And tac marine missiles are stupid good.

    :^: yeah tac marine missiles are awesome now, I hope they never change

    valiance on
  • Options
    Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited February 2009
    Tank Bustas have that annoying missle barrage

    Zen Vulgarity on
  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    So is the venom cannon bugged or what? Because that thing puts out more dps than the FC's assault cannon.
    If by "bugged" you mean does incredibly high damage and can kill a carniflex in five seconds, then yes. Yes it is bugged. :!:

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    Ah... someone at relic should probably patch that then.

    Hint hint.

    CanisAquilus on
  • Options
    GoombaGoomba __BANNED USERS regular
    edited February 2009
    Before retail? :(

    Goomba on
    [SIGPIC][/SIGPIC]
  • Options
    FoefallerFoefaller Registered User regular
    edited February 2009
    Yeah, the game does come out a week from this tuesday, I doubt Relic is going to patch the beta again...

    though it would be rather nice of them if they did...

    Foefaller on
    steam_sig.png
  • Options
    Operative21Operative21 Registered User regular
    edited February 2009
    Masume wrote:
    Alright good, this helps a lot. How good are tac marine squads btw? I rarely use them compared to ASM's, mostly because they are the all purpose can openers, usually. But compared to Ork's they don't really hold up well.

    Tac marine squads are good - very good in fact. I was skeptical at first, but after some experimentation and figuring out their strengths and weaknesses (particularly after the advice given to me by this forum), you'll find they're a very adaptable and reliable unit, especially in T2.

    Granted, the trick seems to be avoiding fighting specialists on their own terms. If you're facing a melee specialist unit for example, then position your tac marines as best you can to fight at range, or make sure they've got support while they're meleeing. And if they're facing ranged attackers, charge them into melee.

    Personally, I've found that once you get tac squads into t2, deploying them in range of each other so that they can support each other helps as well. Especially if those squads are equipped with rocket launchers or plasma.

    Of course, the downside to tac marine squads is due to their cost you really can't afford to lose them unless its a long game and you've got a ton of resources saved up. So it's usually a good idea to keep a close eye on their health, and retreat them as soon as the outcome of an encounter looks doubtful. Tac marine squads that survive long enough to gain veterancy can become downright scary.

    Operative21 on
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    Goomba wrote: »
    Before retail? :(

    I sure hope so. This patch while full of a lot of good ideas, broke a whole lot of stuff too.

    CanisAquilus on
  • Options
    Corp.ShephardCorp.Shephard Registered User regular
    edited February 2009
    Tankbustas seem pretty okay to me?

    Tankbusters are just terrible. They lack durability, flexibility and cost power (You need to leave T2 as quickly as possible). They do poor damage, taking often five barrages to even make your standard walker feel a hint of fear. Their range is terrible. Their barrage does very little damage unless you mass them, and even then a kill will be a matter of luck.

    You might be able to use it on plasma cannon spam. You'd have to move quickly and hope he has nothing covering those cannons. Also, the tank busters themselves would probably lose in melee to the devastators...

    They don't have a Nob upgrade, so they scale very poorly. In a razor back versus single tank buster squad, I imagine the razorback would win. Which seems silly as it fills many roles, is cheaper, and is fighting it's counter. Maybe in cover they could win, but the razor back doesn't even need to fear taking a hit or two, and could probably drive up and crush the cover. Or just drive around.

    I'm not a fan of tankbusters. Ork AT comes from it's commanders; the Mek's Beamy Deffgun, Boss' Powerklaw, and Kommando's Rokkit Launcha (Which DOES do really good damage.)

    Corp.Shephard on
  • Options
    valiancevaliance Registered User regular
    edited February 2009
    Tac marine squads that survive long enough to gain veterancy can become downright scary.

    Speaking of which how high level can a tac squad--or any unit really--become? 3? 10?

    valiance on
  • Options
    CanisAquilusCanisAquilus Registered User regular
    edited February 2009
    4 for regular units.

    10 for heroes.

    CanisAquilus on
  • Options
    Corp.ShephardCorp.Shephard Registered User regular
    edited February 2009
    I had a commander hit 10 once. Never seen higher.

    Corp.Shephard on
  • Options
    KlykaKlyka DO you have any SPARE BATTERIES?Registered User regular
    edited February 2009
    Lootas with the beamy gun upgrade are pretty good AT. Kinda like brightlances.

    Klyka on
    SC2 EU ID Klyka.110
    lTDyp.jpg
  • Options
    The Cow KingThe Cow King a island Registered User regular
    edited February 2009
    Im downloading the beta now.

    Be gentle!

    The Cow King on
    icGJy2C.png
  • Options
    Operative21Operative21 Registered User regular
    edited February 2009
    Valiance wrote:
    Speaking of which how high level can a tac squad--or any unit really--become? 3? 10?

    I tested it out once just to see how high I could get them in a comp stomp, and if my memory serves correctly, I believe it was either 3 or 4. Regardless, their accuracy and survivability seems to increase once they get more experienced. Of course, I don't really have hard numbers to support this - it's mostly based on observation (ie. how long a tac squad lasts in melee against a specialist melee squad for example, or how often they seem to hit with the missile launcher).
    Ranx wrote:
    is it just me or do space marines not have a very good response to several enemy vehicles

    Space marines definitely do have good response to vehicles, but like many of the factions they don't really get access to it until T2. The problem is that unless you secure a reasonable stream of resources early on, your opponent may reach T2 before you do and deploy vehicles before you're ready to deal with them.

    As far as the power fist goes, it does seem like it doesn't quite annhiliate vehicles like it used to. Then again, aside from the default force commander most power fists are usually wielded by terminators who usually have more than enough time to deal with a vehicle at a leisurely pace. Provided they're not being swarmed by a superior force.

    Operative21 on
  • Options
    Corp.ShephardCorp.Shephard Registered User regular
    edited February 2009
    Beamy Lootas are alright. They're more expensive than brightlances, and cost the ALL IMPORTANT power resource, but they are a bit more durable, I think.

    As we've gone over many a time though, you need two bright lances to really threaten a walker. Even then, all they need is a ASM squad to drop down and tie/kill one up long enough for the walker to become very dangerous to the AT itself, forcing a retreat and your entire force to quit the field. The same applies to Loota squads, but you're paying for more.

    It's really a tough spot for Orks. Their AT units have will really harm their ability to fight against normal forces. What's even worse is when you're fighting against Nids in a 3v3, and then an ally of the Nids brings up a couple walkers. Orks have to go all out anti-infantry to counter a Nid swarm. Unless you went powerclaw boss, you're probably defenseless without allied support of your own.

    Corp.Shephard on
  • Options
    gamerboigamerboi Registered User regular
    edited February 2009
    Im downloading the beta now.

    Be gentle!

    Same.

    gamerboi on
Sign In or Register to comment.