Chaos vs SM matchup
Posted: Mon 27 Jul, 2015 5:09 am
These two replays caught my eye.
http://www.gamereplays.org/dawnofwar2/r ... &id=305289
http://www.gamereplays.org/dawnofwar2/r ... &id=305291
-first of all, i d like to note how ridiculous scout snipers are in this matchup. Completely imba. Threre s no counter to the snipers from chaos side.
-tacs always been pwning CSM on tier 1. Tacs have too much HP. If you remember, at one point the tacs had 990 hp in retrib
-advanced targeting is much better on the devs then the havok autocannon. Chaos didnt bother upgrading to the autocannon because that would mean losing supression. It is as a matter of fact a downgrade, at least in 1v1.
-then, SM have unfair capping advantage with 6.5 speed scouts and 1.5 cap speed tacs.
-imo in both games CL was kinda negligeble past the first 10 minutes. Thats because he has one dimentional tactics and gear. Absolutely left mouse button melee hero that will lose to a proper warboss anyway and ofc doesnt get heavy melee weapons. Or get kited to infinity. Also, low alpha damage on his melee weapons. Bad killing potential, even with the claws. Sure, maul does 150 dmg per hit but its not power melee or heavy melee. Even BC has + speed default ability and the nemesis halberd does 125 damage per hit on AOE! instead of claw's 100 damage on 1 target. Wit h teleporter pack..
-Noise marines fail to scale in any sort of effective way in T2. using them in T2 with vanilla weapons puts great risk of unit loss because it still has 1000 hp and it still doesnt have melee resistance aura or supression/entanglement to keep the foes away.
-FC switching weapons "because he can/didnt like the previous one". All FC weapons are extremely powerful and useful. Unlike CL's
-Overabundance of av from SM side but not from chaos side.
-Sorry i still dont like the chaos dreadnought. Two were lost on the second game. 1000 hp is an unneccessary punishment. Either that, or vanilla dread needs a useful ability.
-Whirlwind. I dont know what to think about this one but free knockback 24/7 without any sort of friendly fire over huge 2 screens away AoE sounds super imba . Bad unit design. Weirdboy does friendly fire. Whirlwind is a unicorn of units
-raptors? hmm they managed to rout SM a couple of times but they last too little and cant jump twice. Look, when it comes to the units it seems to me that the idea was "chaos unit is like SM unit but worse"
The games were kind of even until the very end and this while chaos did a successful genbash and SM never managed to do one. Chaos with dreadnought is kinda 50/50 against the SM even without one. But SM gets much less attrition. Chaos must be pretty happy SM never got his dread out and imo this would ve been a complete roflstomp.
Also as a final note, notice the amount of unit experience on the player's units past the frist 10 minutes until the end
It is roughly
Chaos levels: 1 1 1 2 1
SM levels: 2 3 2 3 2
There is a lot of stuff very wrong about this matchup.
http://www.gamereplays.org/dawnofwar2/r ... &id=305289
http://www.gamereplays.org/dawnofwar2/r ... &id=305291
-first of all, i d like to note how ridiculous scout snipers are in this matchup. Completely imba. Threre s no counter to the snipers from chaos side.
-tacs always been pwning CSM on tier 1. Tacs have too much HP. If you remember, at one point the tacs had 990 hp in retrib
-advanced targeting is much better on the devs then the havok autocannon. Chaos didnt bother upgrading to the autocannon because that would mean losing supression. It is as a matter of fact a downgrade, at least in 1v1.
-then, SM have unfair capping advantage with 6.5 speed scouts and 1.5 cap speed tacs.
-imo in both games CL was kinda negligeble past the first 10 minutes. Thats because he has one dimentional tactics and gear. Absolutely left mouse button melee hero that will lose to a proper warboss anyway and ofc doesnt get heavy melee weapons. Or get kited to infinity. Also, low alpha damage on his melee weapons. Bad killing potential, even with the claws. Sure, maul does 150 dmg per hit but its not power melee or heavy melee. Even BC has + speed default ability and the nemesis halberd does 125 damage per hit on AOE! instead of claw's 100 damage on 1 target. Wit h teleporter pack..
-Noise marines fail to scale in any sort of effective way in T2. using them in T2 with vanilla weapons puts great risk of unit loss because it still has 1000 hp and it still doesnt have melee resistance aura or supression/entanglement to keep the foes away.
-FC switching weapons "because he can/didnt like the previous one". All FC weapons are extremely powerful and useful. Unlike CL's
-Overabundance of av from SM side but not from chaos side.
-Sorry i still dont like the chaos dreadnought. Two were lost on the second game. 1000 hp is an unneccessary punishment. Either that, or vanilla dread needs a useful ability.
-Whirlwind. I dont know what to think about this one but free knockback 24/7 without any sort of friendly fire over huge 2 screens away AoE sounds super imba . Bad unit design. Weirdboy does friendly fire. Whirlwind is a unicorn of units
-raptors? hmm they managed to rout SM a couple of times but they last too little and cant jump twice. Look, when it comes to the units it seems to me that the idea was "chaos unit is like SM unit but worse"
The games were kind of even until the very end and this while chaos did a successful genbash and SM never managed to do one. Chaos with dreadnought is kinda 50/50 against the SM even without one. But SM gets much less attrition. Chaos must be pretty happy SM never got his dread out and imo this would ve been a complete roflstomp.
Also as a final note, notice the amount of unit experience on the player's units past the frist 10 minutes until the end
It is roughly
Chaos levels: 1 1 1 2 1
SM levels: 2 3 2 3 2
There is a lot of stuff very wrong about this matchup.
But lets look at this way; if he won't kite, he will bleed models. So he
And also the getting a sarge on his sniper scouts instead of his shotgun scouts very early on...
