I like to spec my dread in such a way that swapping a certain piece of armor between missions in gets him the melee charge. Also, I don't get the melee FC love that seems to be the norm. Have you seen what a terminator FC with an assualt cannon does on Primarch? ranged insta-kills are stupid awesome. And it's not like any of the bosses or anything can actually catch up to him since he teleports around like a madman.
Yeah, Ranged FC is way more awesome than most people give him credit.
You just actually have to invest in getting that LAST SKILL which is when it all comes together.
Then when you battle cry, you still get the instant kills, but at RANGE. You'll go through warriors and zoes like butter, and even Carnies take a pounding since you can just zip away when they get close.
Not to mention cyclone missiles.
Oh yeah, and this is one of my new favorite videos
I like to spec my dread in such a way that swapping a certain piece of armor between missions in gets him the melee charge. Also, I don't get the melee FC love that seems to be the norm. Have you seen what a terminator FC with an assualt cannon does on Primarch? ranged insta-kills are stupid awesome. And it's not like any of the bosses or anything can actually catch up to him since he teleports around like a madman.
Also, flamethrower Cyrus.
Flamethrower Cyrus is also a lot more powerful than people give him credit for. I mean Tarkus can use it well, but Cyrus can use Immolate to purge an entire area, whilst cloaked.
That graphical bug on the main menu where text turns into black boxes and the background is all fucked after you update windows Live. How do you make it go away?
Wow, so I totally zoned out of this game when the multiplayer didn't really grab me, and I had no idea about the last stand. That looks really fun! I think I might try that out tonight. When it comes to RTS games, I really enjoy Co-op a lot more than vs.
Ah yeah, sorry, completely forgot to post the link. As Alegis pointed out, it's from promotional box art for the game. I'm pretty happy about the selection though, particularly the Chaos Sorcerer. Sorcerers are probably my favorite Chaos unit, and ideally it would be a more offense focused spell caster which would be pretty awesome since my biggest disappointment with the Farseer has been a lack of offensive spells.
I would, but I've got to work on a paper tonight. If you want to play tomorrow I would be happy to join you (assuming I've got my paper all finished up).
Well, I like to build: Slugga-Shoota-Loota for tier one. Expend excess requisition on power. As the Mek, I might cut out the loota for more sluggas. Otherwise, a Loota is invaluable. I'd spend your power on Lootas-> Big Shootas(for shootas)-> hero wargear -> tier 2. If you win an early encounter and you're close to his power, grab burnas as you move up to it.
The basic idea in tier one is to focus on the opponent's power and cap the map. Burnas are great for destroying power (use attack ground on a generator to force the sluggas to burn it), and a must have against tactical marines.
Wargear on your hero is something you should consider. The Warboss is a bit of a lost cause/I don't really know him too well, but things like early stikkbombs/deffgun can be very useful.
With lootas and big shootas, you have a very powerful shooting force that can ambush with ease. Once the opponent is pinned, use your sluggas to force them to flee and cut them down. Using your ranged to cover your melee and your melee to cover your ranged is key.
Once you hit tier 2 you have several options. If you got here really fast, pick up a deff dred and use it to really punish the enemy if he's fallen behind on tech. If you got here about the same time as him, grab some Slugga Nobz, adding a Wartrukk and Tankbusta boyz when possible. Keep your wartrukk safe: It's very vulnerable and will supply you with on-field reinforcements. If the enemy uses set-up guns or blobs of infantry with no anti-tank, use it to ferry your sluggas into combat. It's very effective. Don't be afraid to harrass the occasional capping unit (such as scouts) with it though. It's damage is pretty okay.
At tier three you can't really go wrong: all the units are wonderful. However, the Looted tank will round out your force best for the least cost.
Thanks, I wanna at least be able to beat the comp on normal before going online.
I wouldn't try to learn from the comp. It doesn't play like any human opponent.
It's extremely good at micro, which means it'll be constantly back-capping you, but it never brings its forces to bear anywhere. It pretty much loses in the long run because it keeps sacrificing single units everywhere.
Human players tend to cap more in sequential order, with a slightly more established battle line. Sometimes there'll be behind-lines raids, but those are usually to destroy power, not to grab power / resource nodes.
RE: Orkz: I actually tend to go shoota heavy with my Loota (although keeping my initial Slugga squad is important) if there aren't any SM. Bigga Shoota's for 2-3 squads is pretty much insta-death for anything except Space Marine heavy armour.
I usually play Kommando these days when I do play Orkz. Do NOT underestimate the power of his starting stumbomb, it's a real battle changer when used properly against blobs. Eldar tend to blob Guardians, and a stealthing a Kommando and throwing a grenade can make a huge difference. Likewise with other players that blob up. I usually use Waaagh to pick up a cheap Kommando squad when I get the chance. Extremely versatile if you can micro them. Also, don't forget Call Da Boyz if you need a tipping point in a battle.
With MekBoy, if you're keeping him with your forces youmight actually be able to forego Loota's, but it depends on your playstyle. Having a teleporting unit that can set up suppression is extremely powerful when used properly.
Also a preference thing, but I like to get Stickbommaz at T2, they're really freaking awesome. Their stumbombs have a range outside of FoV, and they stun on impact. Combined with an attack can easily wipe a few squads if you catch them at an inopportune moment.
I would, but I've got to work on a paper tonight. If you want to play tomorrow I would be happy to join you (assuming I've got my paper all finished up).
that was quite the first game, me mekboy an sluggas kill his warboss and shootas with some wagh action and he accuses me of hacking.
I tell him
"da blue ones is lucky" and he quits.
Best first game ever?
It's always a good sign if you've enraged your multiplayer opponent. Did you use Loota's to suppress first?
my sluggas blobbed his warboss so he couldn't get away (he tried too) and mekboy was doing some suppressing I think then my shootas arrived and picked off his shootas, and that was it. Prolly should've saved the replay.
Tac spam depends on you surviving the first few minutes of a 1v1 without losing any squads and whilst gaining a decent amount of ground. Even then it's pretty easy to deal with if that's all you're making (I'm guessing 3 Tac squads?).
3v3 tends to be a little different because the maps are typically divided up between the three players, and you know where each player is going to and roughly where they'll be approaching from. You're not forced to split your forces for the sake of capturing points, you generally travel along your lane (unless you're double teaming someone at the start). By the time your first unit (usually commander) gets to the middle of the map and predictably meets theirs, your other units aren't far behind if not already there. Although if they're playing MekBoy or Warp Spider, it can be a bit more complicated.
When SM don't separate they can bring a decent force to bear, it's just that in a 1v1 it can be difficult to avoid splitting your forces if you don't want to be lagging on the resources right from the start (you've already got fewer units than them from the start, assuming you went with a Tac, and not two scout squads).
Anyway, that's all my own personal experience, so I don't know whether you see things differently.
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Also, flamethrower Cyrus.
Currently playing: GW2 and TSW
You just actually have to invest in getting that LAST SKILL which is when it all comes together.
Then when you battle cry, you still get the instant kills, but at RANGE. You'll go through warriors and zoes like butter, and even Carnies take a pounding since you can just zip away when they get close.
Not to mention cyclone missiles.
Oh yeah, and this is one of my new favorite videos
http://www.youtube.com/watch?v=XAQlFSh6LiQ&feature=related.
Flamethrower Cyrus is also a lot more powerful than people give him credit for. I mean Tarkus can use it well, but Cyrus can use Immolate to purge an entire area, whilst cloaked.
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Me on Twitch!
Though if you missed a certain strategic asset in a zone it's possible you'll never get a mission to reclaim that asset.
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Tyranids get a Hive Tyrant and Chaos gets the Sorcerer.
I never asked for this!
Give me like four more maps and more levels and gear. A lot more gear.
Do you have a particular source? No juicier information?
And this is the first I heard of an expansion!
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Me on Twitch!
Well, I like to build: Slugga-Shoota-Loota for tier one. Expend excess requisition on power. As the Mek, I might cut out the loota for more sluggas. Otherwise, a Loota is invaluable. I'd spend your power on Lootas-> Big Shootas(for shootas)-> hero wargear -> tier 2. If you win an early encounter and you're close to his power, grab burnas as you move up to it.
The basic idea in tier one is to focus on the opponent's power and cap the map. Burnas are great for destroying power (use attack ground on a generator to force the sluggas to burn it), and a must have against tactical marines.
Wargear on your hero is something you should consider. The Warboss is a bit of a lost cause/I don't really know him too well, but things like early stikkbombs/deffgun can be very useful.
With lootas and big shootas, you have a very powerful shooting force that can ambush with ease. Once the opponent is pinned, use your sluggas to force them to flee and cut them down. Using your ranged to cover your melee and your melee to cover your ranged is key.
Once you hit tier 2 you have several options. If you got here really fast, pick up a deff dred and use it to really punish the enemy if he's fallen behind on tech. If you got here about the same time as him, grab some Slugga Nobz, adding a Wartrukk and Tankbusta boyz when possible. Keep your wartrukk safe: It's very vulnerable and will supply you with on-field reinforcements. If the enemy uses set-up guns or blobs of infantry with no anti-tank, use it to ferry your sluggas into combat. It's very effective. Don't be afraid to harrass the occasional capping unit (such as scouts) with it though. It's damage is pretty okay.
At tier three you can't really go wrong: all the units are wonderful. However, the Looted tank will round out your force best for the least cost.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
I never asked for this!
I wouldn't try to learn from the comp. It doesn't play like any human opponent.
It's extremely good at micro, which means it'll be constantly back-capping you, but it never brings its forces to bear anywhere. It pretty much loses in the long run because it keeps sacrificing single units everywhere.
Human players tend to cap more in sequential order, with a slightly more established battle line. Sometimes there'll be behind-lines raids, but those are usually to destroy power, not to grab power / resource nodes.
RE: Orkz: I actually tend to go shoota heavy with my Loota (although keeping my initial Slugga squad is important) if there aren't any SM. Bigga Shoota's for 2-3 squads is pretty much insta-death for anything except Space Marine heavy armour.
I usually play Kommando these days when I do play Orkz. Do NOT underestimate the power of his starting stumbomb, it's a real battle changer when used properly against blobs. Eldar tend to blob Guardians, and a stealthing a Kommando and throwing a grenade can make a huge difference. Likewise with other players that blob up. I usually use Waaagh to pick up a cheap Kommando squad when I get the chance. Extremely versatile if you can micro them. Also, don't forget Call Da Boyz if you need a tipping point in a battle.
With MekBoy, if you're keeping him with your forces youmight actually be able to forego Loota's, but it depends on your playstyle. Having a teleporting unit that can set up suppression is extremely powerful when used properly.
Also a preference thing, but I like to get Stickbommaz at T2, they're really freaking awesome. Their stumbombs have a range outside of FoV, and they stun on impact. Combined with an attack can easily wipe a few squads if you catch them at an inopportune moment.
I'll be around, I think!
I tell him
"da blue ones is lucky" and he quits.
Best first game ever?
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
It's always a good sign if you've enraged your multiplayer opponent. Did you use Loota's to suppress first?
my sluggas blobbed his warboss so he couldn't get away (he tried too) and mekboy was doing some suppressing I think then my shootas arrived and picked off his shootas, and that was it. Prolly should've saved the replay.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
I tried all guardians against three space marines yesterday
That ended badly
Unless you play space marines then it's an uphill battle.
I never asked for this!
I never asked for this!
Tac spam depends on you surviving the first few minutes of a 1v1 without losing any squads and whilst gaining a decent amount of ground. Even then it's pretty easy to deal with if that's all you're making (I'm guessing 3 Tac squads?).
3v3 tends to be a little different because the maps are typically divided up between the three players, and you know where each player is going to and roughly where they'll be approaching from. You're not forced to split your forces for the sake of capturing points, you generally travel along your lane (unless you're double teaming someone at the start). By the time your first unit (usually commander) gets to the middle of the map and predictably meets theirs, your other units aren't far behind if not already there. Although if they're playing MekBoy or Warp Spider, it can be a bit more complicated.
When SM don't separate they can bring a decent force to bear, it's just that in a 1v1 it can be difficult to avoid splitting your forces if you don't want to be lagging on the resources right from the start (you've already got fewer units than them from the start, assuming you went with a Tac, and not two scout squads).
Anyway, that's all my own personal experience, so I don't know whether you see things differently.
Two moves ahead...