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This thread's purpose is to help the players try and figure out the tips and tricks from the pros and leave their questions here where the more experienced players can drop in responses.
This thread is placed in general discussion since it isn't inherently about balance, but rather simple strategery. If it's more appropriate in the balance section, either please move it there (in that case, thanks) or I'll just repost this thread there. This means keep the balance discussion to a minimum in this thread.
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How the Thread will work:
Faction Initials:
IG = Imperial Guard
SM = Space Marines
GK = Grey Knights
E = Eldar
O = Orks
C = Chaos
T = Tyranids
Questions will be labeled by faction and number. For example, IG3 means Imperial Guard question 3, which refers to Flamer Guardsman. When you post a question, start with this format:
[Faction Initials][First available number])
Your question here.
Code: Select all
Sample Question:
IG3) Fully upgraded Plasma Guardsman are :O against a good amount of units. But the Flamer Guardsman seem less helpful to me. It locks out the Plasma and forces them to come up closer. Is a Flamer Guardsman only really useful against armies like Tyranids or Imperial Guard, or maybe as just gen bashing? Or does it have some hidden usefulness I'm not seeing?For answering, simply input the sequence for the question(s) you'll be answering and then post your answer. It should look like:
Code: Select all
Sample Answer:
IG3
I believe flamers also do bonus damage against heavy armor? If I'm correct, that'd make them much more effective against space marines and CSM early on... I think flamers also ignore cover and do considerable damage against garrisoned units, so it can burn out entrenched units.On to the show!
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The Questions:
General 1)I only really play CL/CSM, and while it might be early to branch out, how do I approach learning to play new races? Particularly, I would like to learn Commisar Lord/imperial guard and warlock/Eldar - both of which have more ranged focus than I'm typically used to playing. Should I just run a lot of trial and error? Or is there like races/heroes I should try in between to segue into the race of choice?
IG1) I noticed that the Guardsman can deploy cover, which is nice. I had the idea to try and use it to block out certain routes/stairs on maps but I haven't seen a noticeable effect. Can units just pass through the cover? Or just units that can smash cover? Is it even a worthwhile idea?
IG2)I also noticed that Guardsman can deploy turrets, which is cool. They're fairly cheap but don't seem to supress like the Techmarine turret does. What kind of situations would this turret be helpful? I'm thinking it might synergize well with Sentinel stomp + Guardsman repairs, but it seems like the combo is trying to compensate for no supression.
IG3) Fully upgraded Plasma Guardsman are :O against a good amount of units. But the Flamer Guardsman seem less helpful to me. It locks out the Plasma and forces them to come up closer. Is a Flamer Guardsman only really useful against armies like Tyranids or Imperial Guard, or maybe as just gen bashing? Or does it have some hidden usefulness I'm not seeing?
IG4)Catachans vs. Spotters. Against Eldar, I like to get a detector unit to try and hunt down Webway gates even though Rangers seem unlikely to be fielded. The Catachans seem to be pretty helpful against a lot of the T1 Eldar roster with disruption for Shuris/Shees. What kind of army compositions would the Spotters be preferred, even against armies that don't field as many setup teams as Eldar?
IG5)I've had a lot of trouble against the Warlock hero. I learned pretty quickly that the Destructor doesn't seem to be effected by cover, which hits my Guardsman hard. Worse, when the Warlock gets the Immolator + Channeling Runes I have a hard time finding answers to this particular hero early game. I tried 2 Guardsman/Sentinel/HWT/Catachans but this composition just seemed to fall apart. I don't think the composition is all that bad and it was more my own micromanagement but how would I go about engaging the Warlock geared as such? What kind of options do I have on the table?
IG6)Guardsman, Stormtroopers, Kasrkin. On paper these three units all few very similar. When do I want to go with Kasrkin over Stormtroppers? Storms over Guardsman? etc etc.
SM1)The Techmarine Turret and Relay. Both of these are really helpful and I can see their helpfulness in team games. In 1v1s it's a different story. I've tried to set up the turret to mostly good effect in several games, but the Relay has been harder to find a place and time for. Is the Relay just more of a team structure? What kind of maps/matchups is a relay in 1v1 a good investment?
SM2)Scout Marine weapon upgrades vs default bolter. Scouts are pretty neat in how you can specialize them. However, I've seen some people go for just sergeants and no weapons. I can intuit when I would like a shotgun, and can reason out when a sniper might be nice. But what kind of situations would going for only sergeant/vanilla be better than spending power on a weapon upgrade?
SM3)Devastators vs Assaults. I think both units are good, but I find myself almost always wanting Assaults. I feel like they offer more in helping with setup teams and also as some of the only melee I can field for most of the game. However, Devastators are a lot cheaper in comparison and offer a bit more staying power in terms of supporting from the back. What kind of situations would make me favor the Devastators over Assaults?
SM4)Techmarine vs. Tanky Melee Heroes. I refer to both the unsupressable varieties such as the Chaos Lord and Hive Tyrant, but also just generally tough melee ones like the Force Commander or the Commissar Lord. I end up feeling overwhelmed at times trying to hold the line against such heroes that can tie up valuable units or eat scouts for breakfast. I would think this is one scenario for Devastators, but most of these heroes can mitigate supression either naturally by being unsupressable or via the use of wargears (and the default shield @CoL). As a Techmarine, what kind of options do I have to try and stop these ragetrains?
SM5)Techmarine Melee Build. I've noticed that going Axe of the Mechanicum-Bionics-Refractor Field could turn your Techmarine into a good (average?) melee fighter. It seems kind of counterintuitive to me but the option is there. Just how good is this build vs. a ranged build? What kind of armies would such a build be helpful?
SM6) So Space Marines can get a Whirlwind onto the field in T2. Just looking over the stats, it's a different flavor of artillery from the Manticore and thus I assume it also is used in a different way. How worthwhile is the Whirlwind in 1v1/team games over other purchases with more straightforward punch like a Dreadnought? Also, how does it compare to Plasma Devastators who also have a role as a form of artillery?
GK1) How do I deal with some of the early vehicle pressue I sometimes get in the form of a fast Deff Dread or a Bloodcrusher? I just feel like they do too much damage before I can intervene.
E1) How good is the Autarch's Fusion Gun? Don't think I've ever seen it in action.
E2)When should I build Seercouncil (against which enemy compositions/races/units, 1v1/3v3?), what are they cabable of and how should I use it?
E3) same question for Darkreapers and Firedragons, I almost never build them ever. Most of the time because I have not enough requisition, but alot of power. If I build them I am probably behind, and thats no fair place to see their strengths^^. They seem to drop models so freaking quick.
E4) I see a lot of people buying the Aspect of Strength for Banshees. Is the heavy weapon blade that worthwhile over the dual mirror swords for Fleetness? When do you want one of the particular Aspects?
C1) CL builds focusing on sustainability.
Looking around at his equipment, there are two options that I am aware of that are viable builds to make the CL much more sustainable. I'm wondering in which case is either viable, or if there is one much preferred over the other...
1.) The T1 combo of dark halo +harness of rage that restores essentially 25 hit points on hit (5 energy per hit, 1 energy = 5 HP), which also makes him knockdown immune, so he becomes quite the juggernaut. The only con to this is that it is very power heavy and if i rush this out, it denies me suppression and disruptions options, like havocs, raptors and noise marines, and also prevents me from teching, and forces me to be T1 power-free unit focused...
2.) Lightning claws + armor of inferno (or any armor really, i prefer the inferno though) + mark of khorne, which gets me a 1% heal each bit and the dual lightning claws get me the most hits per unit amount of time. This is usually my build so I have a fairly good idea how it works. It won't get me 25 HP per hit like the other combo does, but it does allow me to use any armor I choose, so if I really wanted to focus on just health regen, I could get the mantle of hate...
C2) Noise Marine's niche/role I'm trying to figure out in which situations I could build noise marines into my builds.. usually I end up using havocs to provide suppression across a swath of units, or raptors to shut down set up teams., but I'm not exactly sure where I'd prefer noise marines - especially coming out of retail where the NM had 3 noise...throwers and could just shut down an entire platoon of guardsmen and going to ELITE where there's...just one. I do very much like blast masters, but they seem counter to my melee focus of daemons and CL, where the blast master will end up killing me, as well as I am not aware of a significant advantage I can draw from noise marines other than really fast gen bashing/ more durable disruption than raptors. Can anyone shed light on this?
T1)I've seen a lot of talk about the Lictor Alpha and his general strength in the current state of the game. What does the Lictor Alpha bring to the table that the Hive Tyrant or the Ravener Alpha don't? I'm thinking it has to do with the Fleshhook, but being one of the only infiltrating units in the Tyranid army (besides Genestealers I think) might have something to do with it.
T2) With my hourms and terms, when should I get their endless swarm upgrades? Feels like the power might be better spent on other things like faster teching. I have the same issue with the Adrenal Glands for the Horms.
T3When I play the Hive Tyrant, he comes with the same synapse T1 Warriors would provide. Would forgoing Warriors as a HT be a viable build? Especially with the more shooty Nid builds like with Venom Broods?
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Lot of text and don't feel the need to answer every question. Just post anything you feel like and thanks for your help!









