3s, team of Nids, Orks, Chaos

Strategy and L2P topics.
User avatar
HiveSpirit
Level 2
Posts: 153
Joined: Tue 28 Jul, 2015 2:34 am

3s, team of Nids, Orks, Chaos

Postby HiveSpirit » Thu 01 Oct, 2015 4:21 pm

Hello!
This will be a rather large bunch of questions:

*What strenghts and weaknesses does Nids (HT or RA) have in a team game (premade)?
*What strenghts and weaknesses does Orks (WB probably) have in a team game (premade)?
*What strenghts and weaknesses does Chaos (Sorc probably) have in a team game (premade)?
*In general, what strenghts and weaknesses does, nids, orks and chaos have?

*What combinations/ how could nids orks and chaos use eachother, in a team game?
*Strenghts/ weknesses in those combinations?
*What abilities and auras works on your allies? (Infestation tower?).
*Does RAs Hive node work on vehicals aswell?
*Does Chaos Shrine of Tzeentch (worshipped, -ranged dmg)/ Worship (Tzeentch) (infiltration) work for allies?

Thanks for any input!
---------------------------------------------------------------------

T1
Nids
+HT basic synapse.
+RA moveability/ tunnels, possibility to switch lanes (imo more effective in 1on1 probably).
-Less possibility to flank.
-Ravs will get focused fired.

Orks
+Strong melee sluggas + eventuall painboy combo.
+WB natural stomb ability, good vs melee.

Chaos
+Tics good vs infantry/ high models.
+Sorc t1 wargear: Sigil of the Rift, good ai/ high model.

-------------------------------------------

T2
Nids
+Strong TG + zoan combo for fast heals on TG.
+Rippers and eventual Spore mines from Infestation towers.

Orks

Chaos
+Strong khorne dread + eventual save from Sorc Global Warp.
+Wierdboy, Warpath upgrade t2, Warpath ability (speed,-dmg).

---------------------------------------
T3
Nids
+SL+TG/Fex, fast, strong pushing power.
+Global Tyrannoformation, good pushing power.
+Lictor, ghost capping sides.

Orks
+Global Roks, strong spot dmg.

Chaos
+Global Empyreal Abyss, strong spot dmg.
+Bloodletters, great interrupt units with their warp and warp shift abilitys.

-------------------------------------------------

Abilities/ auras that works for allies:

Nids
+HT brood nest, reinforcement.
+RA Hive node.
+RA tunnels.

Orks
+WB t1 wargear Boss Pole T1, ai r25 -50%s, +20%hp.
+WB t2 wargear, e r25, e-25dmg.
+WB G t1 UYC use yer choppas, m+25%dmg, ms+60 25s.
+WB G t2 AB/HB 'Ard Boyz, -25%dmg 20s.
+Wierdboy t2, warpath upgrade t2, warpath ability, all allied infantry r20, -20 recieved dmg, +2 speed.

dmg for 20s, 50s cd.

Chaos
+Sorc wargear t1 Sigil of the Rift t1, range90, 75s cd.
+Sorc global warp t1 100red, 120s cd.

-------------------------------------------

Thanks again for any input! Ill update the OP along the way.
Interested in Warhammer 40K: Eternal Crusade (FAQ)? Register with this link to get 4,000 RTP's for free.
Support EC with a Sub/ Vote/ Up/ Hype at: Reddit , mmorpg twitter.com/40kcrusade youtube.com/channel/UCxH-BQF2CRQV6lXTf41xEeg
User avatar
Aetherion
Level 2
Posts: 105
Joined: Tue 12 May, 2015 6:53 pm

Re: 3s, team of Nids, Orks, Chaos

Postby Aetherion » Thu 01 Oct, 2015 11:40 pm

I just started learning CS recently; theory craftingly I was thinking about the Sigil of the Rift. It is usually used in 3s to force off setup teams. If anyone knows, could they comment on the viability of using it as initiation for melee tics, kcsm and other nasty Chaos melee stuff? Also, does it transport allies through? If it does, I think it can be a strong pincer for the melee units behind, ranged coming from the front much like a WSE group teleport (except the sorc is left behind).
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
jambi
Level 0
Posts: 3
Joined: Tue 09 Dec, 2014 9:37 am

Re: 3s, team of Nids, Orks, Chaos

Postby jambi » Fri 02 Oct, 2015 1:31 pm

@ Aetherion
Yes you can use the rift to transport melee units behind enemy lines but i find that it's a bit fiddly in practice. You can also use it to send noise marines behind turrets to burn them down, or use it on a point being capped to snag the capping squad or atleast force them to move. It can also be placed in chokepoints for some area denial.

Other than pairing it with melee units you can also use it while standing the sorc in front of a havoc or turret to teleport enemies into their firing arc.

You can also use it to teleport your AV units to chase down/flank enemy vehicles. worth noting is that setup teams will teleport set up in the direction they were facing when you use it.

Return to “Strategy Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests