The Paradoxical Commander: Commissar Lord
Posted: Wed 13 Aug, 2014 6:44 am
Hi all,
Recently I've been playing some comp stomps on my own to improve my micro and make sure I have my build orders and hotkeys down, and out of boredom, I abandoned my Lord General for a while and tried out the Commissar Lord.
I know he's a bit difficult to play for a variety of reasons, but ironically, he was actually the first commander I ever used when I started playing DoW2 retail. I bought DoW2 in a pack that included the Death Korps skin, and I found the Commissar Lord easily the coolest looking commander out of the bunch. The odd thing was that I actually did rather well during one of the first games I played using him - I remember I got a power sword and stubbornness, and went to town on the enemy commanders while backing him up with two GMs and a Sent.
I really haven't had the same kind of luck here in Elite mod, probably due to the far higher skill level of the vast majority of people who play the mod.
That being said, I find the LC a bit of a paradox. He's a support commander that rushes into melee, for one.
He's also incredibly squishy, but his energy shield protects him during early stages of the game, and later on, if you get Stubbornness on him, he can be a completely powerhouse especially when paired with Fist of Brockus' None Shall Fall and can cause some serious damage to his enemies, especially with the requisite Ogryn squad buffed by bionic eye.
I see Flak Jacket more rarely, but I can see it forcing early retreats by assassinating CSM/Tacs or completely shutting down melee squads on the charge.
His primary abilities, the execution buff mechanic and the model based heal/self-buff mechanic, obviously require synergy with a large infantry based army. His execution ability creates some interesting opportunities with a third GM squad in T1, as now you can potentially retreat cancel to dodge out of bad situations. The suppression break effect is also excellent, as it partially negates the need for a sentinel.
Basilisk flare covers half of the reasons why one should get a Spotter squad, and given that your other red reliant abilities are either not too expensive or somewhat useless(airdropped mines due to everyone have detector units). Granted the airdropped mines are great in 1v1 if your opponent attempts to sneak around and decap your natural with a non-detector squad.
In any case, those my thoughts on the LC. I'm not a very good player, and I'd be open to any ideas vets are open to sharing. The problem is that unlike the LG, who has a straightforward role of staying with his men and buffing/supporting them, or the Inq, who is primarily a damage dealer with great stuns and damaging abilities, the LC doesn't seem to have a real defined role, and this confuses me.
Recently I've been playing some comp stomps on my own to improve my micro and make sure I have my build orders and hotkeys down, and out of boredom, I abandoned my Lord General for a while and tried out the Commissar Lord.
I know he's a bit difficult to play for a variety of reasons, but ironically, he was actually the first commander I ever used when I started playing DoW2 retail. I bought DoW2 in a pack that included the Death Korps skin, and I found the Commissar Lord easily the coolest looking commander out of the bunch. The odd thing was that I actually did rather well during one of the first games I played using him - I remember I got a power sword and stubbornness, and went to town on the enemy commanders while backing him up with two GMs and a Sent.
I really haven't had the same kind of luck here in Elite mod, probably due to the far higher skill level of the vast majority of people who play the mod.
That being said, I find the LC a bit of a paradox. He's a support commander that rushes into melee, for one.
He's also incredibly squishy, but his energy shield protects him during early stages of the game, and later on, if you get Stubbornness on him, he can be a completely powerhouse especially when paired with Fist of Brockus' None Shall Fall and can cause some serious damage to his enemies, especially with the requisite Ogryn squad buffed by bionic eye.
I see Flak Jacket more rarely, but I can see it forcing early retreats by assassinating CSM/Tacs or completely shutting down melee squads on the charge.
His primary abilities, the execution buff mechanic and the model based heal/self-buff mechanic, obviously require synergy with a large infantry based army. His execution ability creates some interesting opportunities with a third GM squad in T1, as now you can potentially retreat cancel to dodge out of bad situations. The suppression break effect is also excellent, as it partially negates the need for a sentinel.
Basilisk flare covers half of the reasons why one should get a Spotter squad, and given that your other red reliant abilities are either not too expensive or somewhat useless(airdropped mines due to everyone have detector units). Granted the airdropped mines are great in 1v1 if your opponent attempts to sneak around and decap your natural with a non-detector squad.
In any case, those my thoughts on the LC. I'm not a very good player, and I'd be open to any ideas vets are open to sharing. The problem is that unlike the LG, who has a straightforward role of staying with his men and buffing/supporting them, or the Inq, who is primarily a damage dealer with great stuns and damaging abilities, the LC doesn't seem to have a real defined role, and this confuses me.
Just dont run in guns blazing if you plan on doing this, as once again, his energy shield is garbage.