Super units. (Warhammer 40.000: Dawn of War)
What super units in the game do you like more and why.We kind of talked about the dark eldar ... I don't say anything bad against the original, they like me, they arrange a good show, and they have enough bombs, their plane regenerates itself! My eyes fell out when I saw this, but it is by the power of forehead to forehead that I like a barracuda and a hellish claw (I'm not saying that they are the most :-) I just like them)
We kind of talked about the dark eldar ... I don't say anything bad against the original, they like me, they arrange a good show, and they have enough bombs, their plane regenerates itself! My eyes fell out when I saw this, but it is by the power of forehead to forehead that I like a barracuda and a hellish claw (I'm not saying that they are the most :-) I just like them)
they have enough, their plane regenerates itself
Incoming !!! Everything! Orc buildings restore health on their own, a few seconds after repelling an attack, catch your eyes xD
And in general, an unhealthy tendency to turn the topic into a srach.
The best technique on t4 in descending order is:
1) Leman Russ - IG.
2) Luteeds - Orcs.
3) Hammerhead-Tau.
4) Fiery prism.-Eldar.
Please take into account the fact that the first two tanks are strong not only in firepower and good support, but also endurance due to the possibility and speed of repair right during the battle by tech-priests and grottoes in invisible.
I would like to see the imperial guard added to DoV2, and the Titans of the "commander" or "emperor" class (although the imbalance would be huge).
Luteeds are probably stale tanks?
Yes sir.
I would like to see the Imperial Guard added to DoV2, and the Titans of the "commander" or "emperor" class.
And what is not the Emperor at once? xD
The Luteds have good armor, as I see it .... but about DoV2: many people want both Necrons and Tau (personally I would like to), and IG too ..... maybe they will add in the next ones :-)
At the beginning of the topic there was a terrible argument, which caused a lot of negative emotions in me.
Guys do not judge the balance until you play enough, well, matches 1k-2k at least, although even after that the balance will not be fully understood without knowing the many nuances that I will print below ^ _ ^:
Actually, I'm talking about DK 1.20
inviz tau can decapit (shoot ) the enemy's point without leaving the inviz if you are to the left, below, above it where there is such a stick 8) you need to stand as far as possible, the number of units in the squad should be equal to 1, you can also do the same with cattle smov and with the sect xsm but 1 person in the squad should be. (this is a bug)
if you put a commie in the cs (the command squad at the IG), then the cs will regenerate faster. and in general, if it is necessary to rush through ks with commies and 1 more commies at the headquarters and harass the slaves.
obliterators (t3 unit in chaos in the Russian voice acting "destroyers") during teleportation shoot from xb weapons that are unbalanced at the bug (the same laser gun only x3 damage due to the rate of fire) at this time they are affected by melee control, but they shoot however, only in what they have in front of the face, so you can quickly demolish posts from one TP to another.
for nekrov, the artifact phase affects allies too, it can repair buildings and heal units of m8s when combined with an artifact by speed bearers, the effect increases.
often the translation does not contain all the properties of improvements in armories, tombs, barracks, headquarters, etc. for example, the eldar unit has all-seeing advice (teachers' council ^^), when gaining the skill of mysticism, they receive 50% less damage from ranged damage
guys who play for the tau, when you have melee squads like bers or gk sent to your krazis, do not run away, the crisis can push the units apart, just go to the break ahead like a bae on the move, shoot from the flamer.
in crises, the rocket does friendly damage, something is the same as in the dreadpod (support dreadnought), the
chaosites do not send dp (demon prince) to the hammerheads (hammerheads, t4 tank tau), it will go down with 4 shots if it is under the ranger's debuff.
a useful thing, if you hold down the shift and order any dedicated detachment to do something, then he will rush right after he finishes what he is doing right now ... that is, for example, you have a squad point, you shift to another point and you can forget about this squad he will capture both in the ordered sequence
for nekrov there are very cheating bugs associated with generators, invisibility without the use of lna (lord necr) and even with the complete immortality of units ... tried mono (the one that is directly a unit) to make immortal did not work 8 (however, you can make generators, turrets and other buildings immortal ... you can still make a monolith buggy he will have to 3k x more and at his death will not have to fix before you make a new ... but ya you about how it does not tell you to do: D necro already complete imbalance of
the the nuance is similar to the fact that with the crisis, cars push and knock units ... that is, Rino rolled along the pack of hsmov and at that time they were shot and it turns out without loss ...
They push the Necron destroyers, spiders ... all the cars from Smov's except the glider ... everything for the game and the sentry too ... for the Eldar everything ... well, etc.
here is some useful advice, tcm, cattle, xsm on t1 without weapons, of course , for miles, buildings are killed faster than shooting
for necrov, the "thunderstorm front" artifact gives such a funny thing that when the lna is beaten for miles, then the enemy seems to return 90% of the damage that he does himself (the Lord does not decrease the received damage from this) ... and the thunderstorm front sausages with a full accumulation of oGoGoG squad
gk takes out for 1 full lightning and 1 accumulated up to half,
this artifact is good to use with a phase so that the lord will not receive damage while in stasis, and the damage that is done to him for miles will return to the attacker8)
guys, units that require a relic point are called t4, the unit is
directly mastadont of them the weakest, but knarlok
, although it has the lowest HP, but with a cauion of 11k, he kills 1x1 ava, mastadont (squiggoth, elephant) and bt (blued tifter, hungry)
alone t4 units should not fight, if it is not a tank such as a bb (bane blade, punishing sword) the rest of the t4 units, which are not technics, belong to demons, they are easily killed by a simple squad gk + chappy and reinforcements or ogrins + sawer (priest) or gitza + warboss melee warboss (all commanders take very low damage from t4 demons) and with the gitza ability they shoot from behind the warboss ... the assassin deals 600 damage per shot at the t4 demon with the 1200 sniper shot ability
carrying darkness (nightmar) appears for 60 seconds and has a damage multiplier for t4 units, kills anyone within 30 seconds if you do not run away ...
the tau knarlok (popularly called as a dino) kills any t4 1x1 but has no other important use in order It is easy to break through with plasma and missiles karoch does not live long 8)
you do not look at the hp and the damage that is written in the game, so that there are heavy infantry, infantry, equipment, demons, commanders ... but this is not entirely true, there are armored vehicles and super-heavy infantry and the fact that the damage of the elephant is written within 900 is a lie, he only inflicts so much damage on buildings if he is lucky, the knarl inflicts enormous damage on demons and he himself is armored from them
hammerhead 4k hp but dies quickly because of light armor
and in general there is a special wikipedia on wakhe which ya never used in order to be too lazy to read even more English,
wiki.reliccommunity.com/index.php?title=Dawn_...'s_Guide
wiki.reliccommunity.com
BT (hungry) may be useful to you made not for battle at all, he has an excellent passive ability and is nowhere written that he kills the main buildings with almost a swoop 8) in a 1x1 battle the hungry and the avatar usually wins the avatar, however, it depends on the animation, sometimes the hungry can get lucky
if the fc (forscommander, captain at smov) kills the hungry, he jumps on his head and punches the skull with a hammer 8) this is such a funny animation
The monolith is used a little differently, it teleports to the very thick of the enemy or to the base, and then the summon (teleportation) of all units (best of all HB) is used to the monolith, the lord can blind or scare that thick of enemy units 8)
Guys, here you are site with replays there are more than enough of all tactics and all that, unnecessary games no one uploads their own nerds there: D
http://www.gamereplays.org/darkcrusade/replays.php?game=8
here is a link to my 1x1 replays ( how are you here and I'm not playing in some matches)
http://www.gamereplays.org/darkcrusade/replays.php?game=8&show=member_replays&member_id=157309
download, drop it into the playback folder then in the menu battle-> download-> replays Well, you choose the right one.
-assassin pretty quickly takes down generators for miles, especially Orcish 8)
and this is 8) if you deliver hb (heavy bolters) from smas or chaos to rhino, having previously decomposed them and thrust them into the rhino when disembarking, they will not need to unfold and they open fire instantly
with tau is the same pechenyushki but they slowly 8 cars (
ZY
use points as the end of the proposal, I almost do not know, and indeed punctuation marks 8)
most of the text I copied from the discussion Vkontakte and yavlyaetsya it as EB advice (from me the same) and everything is chewed up to the point.
_sweet is experienced and says smart things, listen 8)
I probably played against all races on the network. By the way, you can cut yourself like a thread along the hamachi ...
oh I missed a lot without reading the forum before .... I could learn a lot from DoV1 ...