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File: AI facelifted Ogryns.jpg (745 KB, 2560x1440)
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It's unfortunate that the Definitive Edition for Warhammer 40,000: Dawn of War completely failed to address the biggest thing that's holding it back from unlocking its multiplayer potential.

The lack of information transparency.

The game tells you like 10% of the things you need to know to properly utilize your units.
>This unit has armor type (Heavy) Infantry and it's good against Infantry and/or Heavy Infantry.
Majority of units in the game, but there's a huge difference in how and why they are effective against Infantry or Heavy Infantry. Then you get situations where you are clueless until you experience it, if you see then comparatively unique armor types like Commander or Daemonic, and even then it makes a big difference on what kind of unit is having this armor type. The most straightforward group is Vehicle armor type - most units that claim to be good against Vehicles are, in fact, good against the Vehicle armor type. But some of them are also great at ruining infantry compositions despite not being good against them, some are useless against infantry unless it's a small unit size squads... etc etc.

I think it would've been much better if the game just straight up listed the weapons the units use and explained exactly how each weapon type generally works and what are the weapon's advantages and disadvantages. Like get rid off "this unit is good against X" and instead "this unit has [weapon], which is effective against [armor type AND what quantity/quality we're talking about][+ any special ability of the unit's weapons].

And then, instead of blindly relying on vague "good against" tips, you can go down into the minutia/balance issues, how the Heavy Bolter for Space Marines is actually superior to Plasma Guns in 99% of cases because the Plasma Guns don't do enough damage in their niche, and their only real advantage is that you can fire them (very inaccurately) on the move, unlike Heavy Bolters which need to be set up.

We need a Spirit of the Dawn.
>>
Right now, as far as I know, all we have is https://warhammer-guide.ru/, which sometimes give me cykarunes like
>Oшибкa 403. Дocтyп зaпpeщeн cyka bliyat
>Дocтyп в этy пaпкy зaпpeщeн aдминиcтpaтopoм caйтa или в пaпкe нeт индeкcнoгo фaйлa. Bы мoжeтe пoпpoбoвaть вepнyтьcя нaзaд или пepeйти нa глaвнyю cтpaницy caйтa.
>Ecли вы влaдeлeц этoгo caйтa, oзнaкoмьтecь c вoзмoжными пpичинaми вoзникнoвeния этoй oшибки. Bы тaкжe мoжeтe измeнить этy cтpaницy.
when I click on my bookmarked links.
>>
And don't even get me started on the fucking piece of shit damage numbers.
>93-118 Melee Damage
>65-85 Ranged Damage
Says the Ogryn, but that tells you almost nothing of value, because of the attack animations, what the attacks do (knocking units back, etc.).

You're basically fucked with 9/10 units until you try them out in multiple scenarios. I played Dawn of War Dark Crusade and Soulstorm at least 2-3 times, beating the campaigns with every faction, and some units are still a mystery to me. Especially Eldar.
>supposed to be about speed and subtlety
>somehow their units can tank harder than almost every BigGuy unit in the game
Ok...
>>
>>2257703
This always annoyed me too but the true combat matrix is pretty complicated and it's obfuscated for accessibility. DoW is mostly a style game so these details weren't terribly important - it has terrible balance issues.
I do think with the remaster and clearly very devoted fanbase they should put this info somewhere accessible in game. As much as I love DoW1, it's hard to take it seriously when some races are so much better than others and many units are outright useless. They ought to work with the community for balance patches and give the game the scene it deserves but, then again, most of the community just wants 100 pop cap and titans.
>>
>play as Ork, 1v4 imperial guard, Insane AI
>win easily
>play as Space Marine, 1v4 ork, Standard AI (three levels lower)
>unwinnable

Dawn of War is a SM humiliation ritual. They are literally not good at anything. Not even at being "Jack of all Trades". They're "shit at all trades".
>>
>>2258743
I wish space marines were worse.
>>
>rocket units are supposed to be anti-vehicle
>they completely lock down infantry squads and rape their morale
>>
>>2257703
>We need a Spirit of the Dawn.
Be the change you want to see, you got your jewtubing career right here.
Or try to get him to play DoW1.
>>
>>2257713
This is the one 40k product where Eldar are not the designated jobbers (including their own codex), let them have it.
>>
>>2257713
>Especially Eldar.
>>supposed to be about speed and subtlety
>>somehow their units can tank harder than almost every BigGuy unit in the game

it's already well known that the devs love Eldar and nerfed every single non-Eldar faction. you get better value for resource pts playing as Eldar.
>>
>>2259009
that's how the devs patched it, anon. also Necrons. they especially love nerfing the "tanky" factions with bigger units that cost more.
>>
>>2259507
I love necrons so that is indeed unfortunate but I am willing to accept that sacrifice.
>>
>>2259507
Back in the day I used to shit on my friends so hard with necron that we house rules banned them alongside DEldar because everyone thought they were OP.
Are you telling me my friends were bitchmade all along?
>>
I hate how one stray (blown away from his squad, even if it's off the cliff or something) unit from the squad getting engaged in melee makes your whole retarded squad stop shooting and run down the cliff to help their buddy getting gangraped in melee
>>
>>2258743
Orks are also just really good.
You might fare better as space marines vs guardsmen.
>>
>>2260155
you were all born and raised bitches
>>
>>2260203
Perfectly managed to capture the tabletop game, then.
>>
>>2258743
Lack of devastators and non terminator veterans. All you really got for the most part is tactical squads who are like if Tankbusters or Fire Prism had to halve their firepower for no reason.
>>
I hate Space Marines because they are just "we are good at everything and better than imperial guard in everything" the faction, according to the tabletop lore. They deserve to be the weakest.
>>
>>2260661
>You might fare better as space marines vs guardsmen.
Yeah, but Space Marines need to kill Orks for the "kill 1000 of [specific race] cheevo" and considering the best way Space Marines can mow down mass Guardsmen spam is with Heavy Bolters, and Heavy Bolters get raped by Grenade Launchers... I think it would be still supremely hard for SM. The Insane AI spams only Guardsmen with endless Commissar buffs, all with Grenade Launchers + mass Sentinels for some reason. They even mass them over Lemans, though eventually they get them too. I have never seen them use artillery, even though they could have literally insta killed me just by massing them and using the earthshaker rounds on my base, since I was playing the 5 player map where you start in the middle + destroy HQ as win condition. Even the hardest AI doesn't actually chase win conditions and just attacks you when you get near it.
>>
>try playing the Space Marine campaign from the original DoW, vanilla mission after mission with handholding slop
>Assault Space Marines' jump doesn't work.
Literally 1 usable infantry unit, the campaign.
>>
>>2260155
devs are bitches who loved DEI space elves if that's what u meant.
>>
>>2262116
I thought the black space elves were Dark Eldar?
>>
>>2262032
i remember being introduced to assault marines on a mission where i have to use their jump to win
>>
>>2263307
Yeah, luckily I could still use the Whirlwinds instead. It's a bug they claimed to have fixed but in every single mission, Assault SM refused to jump when told to jump. In the Winter Assault campaign, Chaos SM's Raptor Squad can jump no problem.
>>
>>2260987
>and better than imperial guard in everything
Except cost.
The Empire can shit out a bajillon IGs battalions for the maintenance cost of a single chapter.
>>
So if the insane AI always spams cheap vehicles instead of making the expensive durable ones that "are good against everything", does that mean they're not worth it? Starting to think so, especially when you make them and they get stuck inside your base unable to move somehow.
>>
>>2264806
All insane AI does is multiply their req and power so that they have more resources than you.
>>
>>2264955
That's true but it also increases their aggressiveness. When they have more resources than you, they attack you. If you have more resources than them, they won't attack you unless you shoot at them first.
>>
Did the Definitive Edition change ANYTHING at all in terms of PvP balance?
>>
>>2265715
Yes.
>>
>>2262193
they all wimpy skinny autists.
>>
I cannot self insert if Space Marines are the weakest. I look like a Space Marine IRL.
>>
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>I look like a Space Marine IRL.
grim
>>
>>2266027
the right one is right
>>
>>2266086
you're a microcephalic freak then?
>>
>>2266022
>cannot self insert if Space Marines are the weak
play the FPS game instead. even in older games they get killed pretty fast if you screw up. a laa Space Hulk: the DOS RTS game.
>https://wh40k.lexicanum.com/wiki/Space_Hulk_(video_game)
>>
have they fixed being able to play dark crusade mods yet without the game constantly crashing? i bought it at launch to use dawn of skirmish AI mod for it, but i'd crash every 10-15mins with it and couldn't even paint my units using army painter since forcing definitive edition into dc fucked everything up it seemed.
no, i refuse to play soulstorm, so dont ask me to.
>>
>>2267060
why don't you just play soulstorm?
>>
>>2267233
>Steam friends thread
Add me friend!
>>
Battle Realms: Zen Edition (its "Definitive Edition"/remaster) which also released this year showed DoW how to do it right and yet it took no inspiration from it even though DoW obviously ripped off the "ranged units switch to {possibly weaker} melee attacks when engaged in melee" from Battle Realms, which came out years before the original Dawn of War.

It changed the balance almost entirely, while still keeping the original's resistance knowledge relatively valuable. All the overpowered strats from the original? Addressed so hard that most people cannot even finish the campaign because it's too hard, night impossible on the hardest difficulty. Quality of life changes to the unit control, and most importantly all the info you need to know about the unit is now visible in the game's interface during realtime play. The original had only slightly more information available than DoW does now.
>>
>>2258743
Green is best. Try Dark Angels or Salamanders.
>>
>>2267233
i dont like the balance changes, i dont care for the new factions, i dont like the air vehicles, and i found a good dc ai mod and dont care to figure out a good ss one even if i knew how to revert all the other stuff i dislike in ss.
>>
>>2267060
>have they fixed being able to play dark crusade mods yet without the game constantly crashing?
Probably, most of the positive reviews are saying that they don't mind that the Definitive Edition added nothing because their mods are working they're happy.
>>
>>2267974
>i dont like the balance changes
What did Soulstorm balance from Dark Crusade other than adding new vehicles?
>>
>>2268136
i dont know them all, but they nerfed space marines by only letting them carry 4 instead of 5 squad weapons. forcing you to buy more upgrades for the same overall effect. they also nerfed the rocket launcher damage.
i mainly play space marines and love spamming just space marine squads, so that hurt a lot.
>>
>>2266118
>microcephalic freak
Well, he's a 40k fangay after all.
>>
>>2257703
I legitimately don't care about any of this
How do wytches and sister repentia look in the HD version?
>>
>he jerks off to formerly-female space marines (before the reveal/canon update that Space Marines can identify as women too)
>>
WHY IS THERE NO KEYBOARD SHORTCUT FOR REINFORCEMENT ON OVERWATCH? literally everyone wanted this and we still don't get it
>>
>>2257713
KEK
>>
>>2269519
It's to create artificial difficulty for the player.
>>
Why can't the individual units switch to melee when they're attacked in melee? How can it be so hard to program?
>>
>>2257703
>holding it back from unlocking its multiplayer potential.
>The lack of information transparency.
Anon, it's been over 20 years. Everyone knows everything they need to know already.
>Like get rid off "this unit is good against X" and instead "this unit has [weapon], which is effective against [armor type AND what quantity/quality we're talking about][+ any special ability of the unit's weapons].
Then you're just going to end up with a wiki worth of text tooltips over every single weapon upgrade for every single squad in the game.
Space Marine squads alone with 4 different weapon upgrades would suffer the most. And then you have to take into consideration that one extra weapon doesn't make that much of a difference in effectiveness against a specific enemy type
DoW multiplayer never gained much traction because the game is just much, much more enjoyable in single player compstomps. Nobody likes eldar niggers teleporting behind you and shitting out a whole army with a single webway gate.
Imagine zerg nydus canals that are also invisible and some factions have like 2 detector units.
40k just sucks massive donkey dick
>>
>>2281819
>Space Marine squads alone with 4 different weapon upgrades would suffer the most.
You just hover over the weapon once and you know what it means and what it does. Age of Empires 2 at least semi-accurately states what the units are good against (even though it doesn't list the exact number bonuses) and it does this for every unique unit and no one complains about it. The Space Marine squad would be just a unit group that can replace its base unit with four different units. But plasma always does the same thing, flamethrowers always do the same thing, etc. You just get more of the same damage type generally the more expensive the unit is.

It's super simple.
>>
>>2268136
they made necron scarab swarms anti-air only rendering them useless
>>
>>2281847
the new definitive edition added a no flying units option which turns scarabs back into ground units iirc.
>>
Why is there no flying in the tabletop universe
>>
>>2282677
dangling models from the ceiling is impractical
>>
>>2282677
bad game design
>>
>>2282313
big if true
>>
My problem is that I want to play with the rules from vanilla DOW or Winter Assault. Dark Crusade was shit and totally fucked the balance of the entire game. I never played Soulstorm but it sounded even worse.
>>
>>2282677
it would be too OP
>>
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>>2257703
It's a problem in EVERY Relic game.
I remember I asked devs during alpha for CoH2 to put more information for the player in and the response was
>We want them to have their own story on the battlefield
Only by CoH3 they FINALLY they acknowledged that maybe they need more info
>>
>>2261016
Have you tried rushing to tier 2 and getting dreadnoughts? Something I always struggled while playing guard is dealing with vehicles without the Leman Russ
>>
>>2282826
>Dark Crusade was shit and totally fucked the balance of the entire game
worst opinion ITT
>>
>>2283013
They would get insta-raped by Sentinel beams from afar before they could even touch them through the sea of guardsmen bodies.
>>
>>2282938
Impossible Creatures has pretty clear details about what your units do. Considering the game is all about making your own army of custom units, they kind of had to though.
Even they're a little vague on some details.
>>
Are DoW Orks post-castration (sexless, penis-less) Orks? Or was that retconned later?
>>
I thought the Tau HQ in Dark Crusade was bad enough with SM. I naively thought Orks could handle it better. Took 3-4 hours of suffering.
>>
IG early game sucks because literally no anti armor options
>>
>>2295936
That's why you rush grenade launchers on guardsmen to stall while you rush tier 2, sentinels rape all but end game vehicles
>>
i dont want to make sentinels. i want to make basilisks and spam imperial guardsmen.
>>
>>2296047
the game doesnt care what you want.
>>
>>2296047
I thought you were asking for multiplayer, in singleplayer you don't need to make sentinels. When does the AI attack you with vehicles early?
>>
>>2295540
It's the hardest stronghold of both Dark Crusade and Soulstorm imo. DC Necrons has a rough start and an annoying insta-loss condition and SS Tau has some pretty strong attack waves but they don't come close to that slog.

You need to start destroying production buildings at the fringe bases quickly because every single one will send their own attack waves and it makes it hard to leave your base because of the constant pressure.
Also your main base is kind of annoying to defend with a 90 degree arc (made even worse because many of their units will just outrange your defensive structures) and they send much more dangerous units as part of their attack waves than other factions strongholds from the corner bases.
Orks should be able to handle it better than SM but that doesn't mean it will be easy.
>>
>>2295540
>>2296161
>Tau base
i remember beating the DC campaign with Orks and Necrons and didn't find it too hard. that said, i played the campaign mostly on easy mode, because i kept getting stuck on normal mode, in one of the missions where you can't build anything and you keep getting ambushed.
>>
>>2281847
IIRC they're also the only stealth unit for Necrons, other than their commander lord.

>>2257713

>supposed to be about speed and subtlety
>somehow their units can tank harder than almost every BigGuy unit in the game
i got a theory that the devs aren't elf-fags. they just listened to all the HARDCORE autist gamers who wanted to make the campaign game harder, but almost no one played Eldar, so they never bothered nerfing the Eldar.
>>
>>2296191
Dark Crusade on easy is pretty easy. All your guys get a big health buff and the enemies all get their health halved. Necrons are also super strong and trivialise most content.
That no build mission is a bit overtuned, basically you have to take out all the production structures before you lose all your units to attrition against three well built bases of the faction that is the best at fighting wars of attrition. I've beaten it with Necrons, Chaos and Eldar on hard but with some factions it's rough even on normal and straight up impossible on hard. Thankfully, though the bonus it gives is nice, the mission is entirely optional and so I've just straight up skipped that one on multiple playthroughs.
>>
>>2295540
I finished Dark Crusade on Hard in DE both as Orks (possibly the best race, or second best for the campaign other top 3s are obviously Eldar and Imperial Guard) and before that I suffa'd as Space Marines (the worst faction you can play as, easily).

S - hardest
F - easiest

>S
Tau - no competition, you literally walk into a slaughterhouse, no amount of meta knowledge can save you, no simple tricks*, you can't afford to ignore any of the objectives

>A
Imperial Guard - the toughest part is getting through the initial minefield/artillery, it's super easy to lose half your army when you're not paying attention. Once you capture the canon, it's more or less just a question of time.
Eldar - depends on your knowledge, I personally find the best approach to ignore the initial Eldar base quest marker and go straight to the Ork base. The Chaos base will still trigger as you approach the main Eldar base, but then the fake Eldar base and the Chaos troops start fighting each other, because you didn't clean the Eldar troops. It's still not a guarantee once you capture all the points, because you can accidentally aggro the shitload of prisms camping in the main base and lose most/all the squads defending one of the points to hold and get it decaptured by some random Eldar sneaking in.

>B
Necrons - super intimidating initially, the initial wave including the mechs which spawn perpetually in your base is the hardest, once you get to the relic you're more or less safe though, and you can just ignore every objective after the invisibility one and the relic. Just put bomb and run. Mostly annoying because you can't use your commander normally.

>C
Orks - nothing special, initial waves can be tough because you have a tiny space to defend, but they come from two predictable directions and once you start turning them against each other, easy.

>D
Chaos SM - the instakill pillars are annoying, but vehicles are immune.

>F
SM - easy objectives, easy everything.
>>
>>2259504
this was true in dawn of war 2 also, in fact relic completely shit up the balance on launch day specifically to buff eldar while fucking over every other faction

the bad balance and patching contributed heavily to people dropping the game in the first few weeks
>>
>>2298366
>Eldar - depends on your knowledge
>SM - easy objectives, easy everything.
Really? Back in the day I couldn't finish the Dark Crusade campaign as SM because of Eldar. I had managed to wipe everyone except them, so there's this giant snowy map right before their stronghold: two bases, tons of honour guard, farseer's also there (there's nowhere else for her to go); so I attack the damn place, and I kid you not, warp spiders had arrived on my base as soon as I managed to build chapel-barracks. I managed to get by, but very soon they started to literally drown me in ridiculous hordes of banshees, reapers and warp spiders, it's like I was playing against the orks; also, that onslaught had completely tanked the performance (and I had more than good enough PC back in 2008), so I just fucking rage quit that 10-15 fps slide show.
>>
>>2298601
Well yeah, that's why Eldar is the second hardest HQ. I finished it with SM on the second try, using the way I described. I also had a similar experience of pure suffering with the mission right before the HQ, because I kept them for second last so they had all the HG and two bases. If I attacked the province immediately they would've had only one base (tested it with Orks on my second run, rushed Fury>Space Port>Eldar).
And when I said SM is easy I meant conquering their HQ is easy. Wide open spaces, you can use their orbital cannon against them, you can disable their superbuffed SM squads just by lol-rushing anti building units into their side base and destroying one barely protected building.
>>
>>2294189
Why would mushrooms need penises (and orks were mushrooms in 4th Ed., weren't they)?
>>
>>2258743
imperial guard AI cant play. they spam guardsmen nonstop. we all know thats not what IG in DoW is supposed to do. IG is supposed to make bunkers for the guardsmen, rush to the chimera or sentinels asap and then after that maybe the big tanks
>>
>>2267608
correct. Serpentholm 2 on Serpent is unwinnable
>>
>>2298702
I won it after many many restarts. I think I had to abandon my original north base/use it as a distraction for the wolf initial raid, then conquer the southern dragon base, then take out Otomo's base across the river.
>>
>>2298677
But they used to have them then. Original Orks, even Space Orks, were bvlt for Imperial women. Only in some edition (4th?) they were whitewashed into silly lovable asexual Chaotic Neutrals fighting to stop Neutral Evil.
>>
how are sisters of battle in this what do they play like
>>
>>2299420
I only played SoB in the Soulstorm campaign. I think they were one of the better ones but I didn't get them on the infantry side. Only made Battle Sister Squads (like the SM tactical squad but with half the options, but they get the flamer and heavy bolter, that's enough for me) and Sister Repentia Squads (melee, to attach commanders to). I liked their vehicles more, Immolator early, Exorcist (Whirlwind like artillery but you can have 2 instead of 1 and they're better in every way - no friendly fire or disruption for your units) and Penitent Engines (second strongest walker in the game that mogs Dreadnoughts in every way).

The simplest way to sum them up is that vehicle-wise they are like Imperial Guard but with tough melee walkers instead of Leman Russ tanks, and infantry-wise they are like Space Marines but with more complicated options. Plus they have that faith mechanic that gives them special global powers. From what I've heard they're about average in multiplayer. Probably have a higher skill ceiling than both SM & IG because of the faith powers, but not as high as Eldar, Dark Eldar or Tau.
>>
>>2257709
Given that this is Warhammer, I'm surprised someone hasn't already compiled all this information on some English wiki somewhere. Then again, I'm just assuming that the Warhammer fandom is as autistic as other wargames' fandoms.
>>
>>2298366
>spoiler
I've played Guardsmen on Hard in DE and they are absolutely not anywhere near the best. That would be Necrons
On normal difficulty they're good but you really feel the hp loss on hard, I'd rather redo it with marines. Sure you can cheese a few stronghold objectives but all your stuff just dies so quickly that it can be hard to stabilise and then win on a lot of maps.
>>
>>2299607
Necrons have terrible vehicles and terrible honour guard, other than the Tomb Spyder. Their only benefits for HQs are the Flayed Ones deep striking to act as sponges while the Necron Lord does his thing.
>>
I never played Soulstorm campaign, is it true that you have to rebuild your base every time you have to defend a province?
>>
>>2299792
More or less. You can use requisition points to start with some buildings and units deployed (similar to the forward base ability in DC) but whatever you build during a skirmish will disappear next time you play it.
>>
>>2299773
Their honour guard is good, roughly on par with orks and eldar as far as troop numbers and quality.
Their vehicles are middling but it doesn't matter because their infantry are so strong (and by the time you're pumping out vehicles in a campaign map you've usually already won).

As far as playing on hard though, the Lord is the real carry. His health regen wargear stacks with phylactery and is unaffected by difficulty so he's basically indestructible.
>>
>>2300618
Their infantry honour guard sucks because they are Necrons, so you cannot use them to rush capturing points, which is the primary use for them in normal maps, and to defend from assaults in HQs or late game maps against fully honour guarded enemies. The Pariah Squad is decent, the Builder Scarab HG is the only one that captures and you get only 1 Spyder. Eldar and Chaos get 1 walker too but the Eldar also get a Seer Council which the commander can attach to. The Orks & SM get two walkers, and the Orks also get two refreshable jump HG squads, and their extra commander nob (single) can tank pretty well too.
Vehicles on campaign maps are win more, sure, but in some HQs they're huge difference makers.

The Necron Lord is the reason why they are above CSM & SM.
>>
>>2300660
They don't really need to capture, they're Necrons.
The honour guard is used to pressure or break one or both bases with the commander on skirmish maps and defend on stronghold maps. Capturing is for built units.
>>
>>2301684
>They don't really need to capture, they're Necrons.
That's another negative of playing Necrons actually.

>defense mission, anyone else
>you start with lots of resources because of all the requisition from all the listening posts
>having listening posts on all sides of the map lets you quickly identify where the enemy is, so you don't have to waste your time walking all over the map looking for the enemy's spawn point
In fact I think you don't even need the posts, even captured points still remain. But maybe captured points don't get uncaptured, listening posts too close to the enemy will get auto-destroyed.

>The honour guard is used to pressure or break one or both bases
If they don't have honour guard, you can do the same with your commander alone. If they have honour guard, they will rush you first anyway. I.e. the map next to Eldar. Sure, I used a unit or two to help me defend from the onslaught of invincible space elves, but the main benefit of HG was having jump SM and stormboys capturing half the map which not only gave me requisition but also delayed the enemy's second base units who were capturing my points after I captured them.
>>
>>2302504
You are still allowed to capture as Necrons, it's just not a necessity to spend time and effort on it. If you need to decapture enemy points, you have your wraith.
>lets you quickly identify where the enemy is, so you don't have to waste your time walking all over the map looking for the enemy's spawn point
They spawn at the same spots every time.
>also delayed the enemy's second base units who were capturing my points after I captured them.
Stop worrying about capture points so much, that's a non-necron problem. The primary goal is to kill the enemy. Capturing every point on the map helps but so does destroying all their units and buildings. Necrons excel at the latter.
>>
>>2299420
They're like SM but more micro-intensive.
>>
>>2295540
I took Tau HQ as Orks in SS. Took me an hour and 30 mins then the game crashed. Abhorrent mission.
>>
>>2302614
>They spawn at the same spots every time.
You sure about that? I remember that one 8 player map between CSM and IG which had definitely spawning them once in the north west and once in the north east.
>>
>>2282677
Tabletop has tons of flying units
>>
>>2302854
Soulstorm haters? Your response?
>>
>>2302925
Flying units are shit and annoying in tabletop as well kek
>>
>>2302840
Pretty sure yeah, unless there was an update that changed it. The bulk of my hours are in an old pirated copy.
>>
Whats the point of Sisters of the Bottle when Space Marines are female too now?
>>
how much single player content is in this game? how are the user mods? i want a meaty time investment like those turn-based strategy games
>>
>>2303797
>how much single player content is in this game?
Dark Crusade and Soulstorm has lots, because of the "Risk"-like campaign map. Just by nature of where your faction is placed on the planet(s) you're gonna have significant differences between how two factions' campaign experiences feel, but there's also the fact you get different rewards and different upgrades for your commander and the gameplay derived story from using your faction's unique strengths. I think I finished Dark Crusade's campaign with almost all factions in the original release and in DE as SM and Orks. As a small bonus, you get small unique interactions between your commander and the enemy in HQ conquest missions in Dark Crusade.

Soulstorm still has the gameplay differences due to the faction starting points and availability of upgrades, but they removed the unique interactions in HQ missions and it's more frustrating to defend your conquered territory because you have to build up your base from start every time (in Dark Crusade, once you conquer a territory, buildings (with some attachment style upgrades) and captured points carry over.

There are some very popular mods for Soulstorm, I think, to add new units or even entire new factions, but I haven't played them. I guess that makes the game closer to the tabletop. This one, I think:
https://www.moddb.com/mods/unification-mod-dawn-of-war-soulstorm
>>
>>2303849
That sounds fun. How replayable is the 2 campaigns?
>>
>>2303795
The same as before? The SoB are the armed branch of the ecclesiarchy, not some retarded "representation". The SM being trannies now doesn't change anything.
>>
>>2303859
Each faction has a stronghold and defeating those is the best part of the campaigns. You don't get to play your own factions one so you at least have to do a second playthrough for that one.
Past that, it depends how obsessive you are. Story is not the focus of the game but it is unique for each faction. They play somewhat differently too though some are more unique than others.
>>
>>2303795
A source of red paint for Grey Knights.
>>
>>2304449
I have no clue what this means, Gay Knights are Gray not red
>>
>>2305164
https://1d6chan.miraheze.org/wiki/Khornate_Knights
>>
So what is the best mod for Dawn of War (DE)?
I remember it used to being Firestorm over Kronus and later Kaurava, though I haven't really played that one.
I read though there is some fuckery going on there and there are some competitors?
>>
I cannot enjoy this game unless someone tells me who has the best melee units (at tier #), how the jump units compare to each other, how the walkers and tanks compare and, dare I say it, which ranged units deal the most damage in general situations. Reading the wiki claim X is the best, where X changes depending on the unit article, drives me crazy.
>>
>>2306234
The answer is pretty much Eldar for everything.
>>
>>2306219
I wouldn't play anything except the Unification mod
>>
>>2306234
Kasrkin are fast, high damage, long ranged, and come with a grenade that does 300 morale damage for every unit it hits in a squad (also sends them fucking flying and only has a 1-minute cooldown)
Put a priest on them for an increase to all of their stats plus 30 seconds of invincibility
>>
Is it true that SoB were underpowered, Dark Eldar overpowered, and flying units so overpowered that the player who made them first won, when Soulstorm came out? I heard some random YTroon claim this in a 3 viewers stream YT shilled to me.
>>
Why does the Ork Warlord kill my own units whenever he attacks in melee?
>>
>>2257703
I remember there used to be a (Relic?) wiki that had all kinds of detailed info that once I got into it finally allowed me to go from getting my ass kicked all the time to winning against two enemies online.
>>
>>2310163
Clearing out the runts.
>>
>>2295540
use jump troops to snipe the hq

>>2310968
chaos’s heavy weapon upgrade says it gives you more heavy weapons per squad, it also increases heavy bolter damage by 50% but it’s not in the tooltip
>>
>>2311268
>use jump troops to snipe the hq
Yeah sure. Just try doing that on hard. Stormboyz would literally get massacred mid flight before they could even land. Massive waste of resources.



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