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JADezimar
Nov 8, 2004, @ 05:26 PM
I was interested in differenet strategies with different races. PARticuliarly the usefulness of each unit what its good for etc. And disadvantageous and advantageous of differenent races/units.

I was hoping if I took initiative for this thread people could posts every so often on something they were thinking of at the moment. Most people Could find this useful and a good learning tool.

Thx for your time.

The Dark Messenger
Nov 8, 2004, @ 05:28 PM
Sorry, but there are private forums for this :|


Ah well. I never believed in hiding information.

JADezimar
Nov 8, 2004, @ 05:30 PM
my apologies I did not know =(.

The Dark Messenger
Nov 8, 2004, @ 06:14 PM
No problem. You'll be a member soon, anyway :)

JADezimar
Nov 10, 2004, @ 09:03 AM
I won my first human online game today o0. I obliterated the guy he over teched with choas whilst I capped the map. I would have to say damn obliterators are tough o0. ( I was space marines) I havnt even hardly used chaos marines, obliterators are infantry ? Cuase it seemed like htey were alot buffer than Terminators. How are terminators I wasnt extremely impressed. With them. Nothing from space marines xtremely impresses me. But then again they dont dissapoint with any bad units either. EArlier today I automatched and had a graphic problem on the map any ideas how to fix that? Since i had that problem I rushed his base lolz the guy tried to rush mine when I was prepared for this and started on building a 2nd base :P.

MVB
Nov 10, 2004, @ 01:58 PM
The best thing about marines are upgraded tactical marine squads with plasma or missile (depending on your enemy's units), and dreadnoughts. Add a force commander and librarian and you have an immensely effective fighting force.

Oblits are very expensive top tier chaos infantry. 1:1 they're stronger than terminators, but they're slower to get, start as just one unit, etc. They have warping hands that can change from close combat weapon to plasma gun to heavy bolter to lascannon to heavy flamer or a combination of those depending on the target.

Termies are extremely effective, depending on the target they're up against. They don't kill micromanaged marines all that well, and plasma marines eat right through them, since plasma ignores armor. Terms also aren't *that* hard to breakk, at least nto much harder to break than regular marines. So if flamethrowers hit them they're in trouble. OTHERWISE, vs. almost anything else, termies are pretty damned good. So if what they're fighting doesn't have plasma or flamethrowers, terms will likely make a big dent if you handle them well. Regular terms are wiser purchases than assault terms, b/c the only things you *really* need the close combat of assault terms against are things you shouldn't be attacking with terminators anyway (like Nobz).

JADezimar
Nov 10, 2004, @ 03:05 PM
Ill definitely remember not to use assault terms. Thats what i used o0.

Mistress Crystal
Nov 10, 2004, @ 06:38 PM
Tack an apothecary onto a full assault term squad with power fists... You'll melee probably any vehicle, an you'll kill buildings damn fast.

Plus now they get the health upgrades. Apothecaries are vital if you wanna use assault terms.

ilia
Nov 10, 2004, @ 07:02 PM
Assault Termies dont have powerfists.

They have Thunder hammers and Thunder shields. :-p

Morpheus
Nov 11, 2004, @ 03:48 PM
Regular terms have power fists... But, yeah, as long as the apoth does not die, a squad of assault terms can go through any lone cc infantry and take on a good number of walker vehilcles without losses. They suck in mass infantry battles, due to being a primary target of everything that enemy has.

MVB
Nov 11, 2004, @ 04:34 PM
Assault terms cannot take on dreadnoughts ALL the much better than power fisted regular terms, and neither really should be used to take on walkers, except as a last resort. Assault terms should be used on buildings and infantry, BUT regular terms are more or less just as effective against buildings and infantry, and have the added bonus of ranged abilities, with even their standard guns being as powerful as heavy bolters. As a result, it is never wise to get assault terms over regular terms, b/c for the things terms SHOULD be used to kill, regular terms are superior.

This is why you should not upgrade dreadnoughts if at all possible; YES an upgrade makes them somewhat useful against either infantry or vehicles/buildings, but they are SUPPOSED to be close combat specialists, excelling at tearing apart individual infantry squads, individual vehicles, or individual buildings (and multiple of the above when micro'ed well in groups). If you want to kill vehicles with ranged as marines, use las preds or missile marines. If you want to kill infantry with ranged as marines, use regular preds, or regular terms, or plasma/heavy bolter marines, etc. The long and short is you should use units for their intended primary purpose, and not buy units or upgrades that make a unit marginally better vs. something they're not supposed to be used against (i.e. assault terms against walkers instead of regular terms, both of which should not be used on walkers, and should be used on infantry/buildings, both of which regular terms are overall better against).

JADezimar
Nov 11, 2004, @ 05:12 PM
Thing that sux is if I even wanted to use Terms, I already have most my cap of Infantry anyhow. And If it dies so I can build Terms im probably dead also :p I would tink though terms in mass are incredibly strong ?

The Fell Hand
Nov 11, 2004, @ 05:27 PM
Terms in mass...are alright I suppose, but frankly SM need a nice mix to be the most effective. If you had some well mixed vehicle support, I guess you could try it...but tacs /w assorted heavies will usually prove to be more useful anyways, for the pop. As for assault terms vs. regular terms, the only time I've ever found myself building assault terms is in ffa, or in a desperate deepstrike where they can be some nice meat/distraction...I haven't tried them health buffed yet. But yes, in FFA's late game, you'll face your share of avatars, BT's and squiggoth, and frankly with all the anti vehicle fire out there, Dreads can hold for awhile but eventually get slogged down by fire. I find letting the uber get into the thick of your infantry, then throwing Assault termies' on him, stranding him from the rest of his army, can be effective. But that's a very very specific use. Other than that, I'll take mobile assault cannons anyday. CC? Terms are so slow anyways.

Blacksand
Nov 11, 2004, @ 07:07 PM
Tier 3? What's that?

The last time I actually remember getting into a tier 3 game was the first time I went up against Quesala and co. where they -barely- beat us.

MVB
Nov 11, 2004, @ 08:55 PM
What I would suggest if you get far enough is already having maxxed plas/missile marines (whichever you require for the situation), and then as soon as terms can build, build one squad in your barracks. As soon as you drop to 16/20 pop due to battle casualties, the term squad will be available, b/c it will build all the way, then pause at fullbuild with the warning "pop full" flashing. You can do this with vehicles also, and is even more effective using multiple barracks/cults when you're in a lengthier game. Having a dreadnought finished in your cult and in your orbital means that your first 2 dred losses will be instantly replaced.

JADezimar
Nov 11, 2004, @ 10:03 PM
Ya ive done my best to do that when I have the resources.

Blacksand
Nov 12, 2004, @ 12:05 AM
It constantly amazed me how many normal dreds I used to see with a lasgun/assault cannon attachment. If you want ranged firepower from a dred, go for the hellfire. A couple of those can really flesh out an infantry-eating force w/plasmas. Or if you went mostly missile marines, I actually like to use massed landspeeders. 4-5 of them will eat even heavys alive and they can jump. Yes, they're a bit fragile, but when you're making the enemy do the rocket-dance .. well, it's nice. And they build insanely fast. Mobile bolter turret, get 'er done.

Morpheus
Nov 12, 2004, @ 10:58 AM
I don't know, MVB, I had 1 assault term squad with apoth take on 2 wraithlords, lords died and all my assaults were still at full health. They also killed 13 member upgraded nob squad with maddoc. And all this before the health upgrade was fixed....

Quietus
Nov 12, 2004, @ 12:19 PM
Thats because the Assault terms keep anything they hit in stun lock.

JADezimar
Nov 13, 2004, @ 04:22 AM
OI... I dont know what to believe -_-