2V2 Strike Squade lul'z
Posted: Tue 15 Oct, 2013 7:26 am
So im still playing the GK race alot and still having lots of fun figuring them out.
Been getting alot of strike squades lately since the buff/nurf they got in the last beta patch. Personaly im really missing the crazyness of the old kockback special they had but it is still usefull ( but can't be bet on like it was before making them much more dangrous to use in melley in t1 )
A few times i tryed 2x strike squade and the results wher meh at best. hard to get any decent damage on enemey in t1 or t2 for that matter. But then i thought humm i wonder if they can give energy to ally units , and indeed they can.
So started testing them in 2v2's with a few friends of mine and WOW this ability used for ally support has some crazy potetial.
So first GK with the APO. This is strong just in idea alone however in game is becomes a bit over the top. Apo suporting 2x strike is pretty insane since the cool down of 1 strike unit for enregy transher is so short u can chain the 2 units to gether to give the apo all the enregy he can use, getting the right APO gear to incress this buff makes for 1 VERY hard nut to break. Especialy since strike squades have alot of bleed resistance to begin with having a apo around with infinate enregy makes takin models off them near imposible.
Secound is the warlock, This guy gets crazy strong with free enregy, i don't even think i need to explain this as im sure most can well imagin. However the WSE is what suprised me , with the 2 units giving him energy he becomes VERY dangrous , not just in mobility but his heavey gauge death spiner never runs out of enregy providing perma kockback, O the lul'z .
Jump units. This is basicaly already known, jump unit gets free enregy it becomes much more dangrous, thares a thread about it hear http://www.dawnofwar.info/forum/viewtopic.php?f=3&t=233But this is just as dangrous to other jump units from other races.
Thare are many others but im sure u can geuse how it will change thare preformance , dier avengers for eg. that can spam fleet of foot forever or rangers that never unclock .
However thare was 1 unit that got a MASSIVE benifit from this ability that was shocking to find. The tyrant guard, yes nids. This "tank" has a charge and a self heal, both are controled by eneregy having 2x strike squades around make this unit MUCH harder to kill, also it's offensive cababilitys are greatly incresses since it can charge in , then a short time later charge out and still have enoughf enregy to go into self regen mode. What this ended up as in game was the ability to charge into a trap, say 2x hard AV set up teams, fight under dual AV wepons attacking it then charge out ( this would not normaly be a option ) then enter self regen if still. some very silly things happend with our tyrant guard on crack.
I hope u guys go out with your buds and try to find some ways to exploit this i want to know if it's OP or not, it can make for some mad crazy battels when the BC is around messing up what should be normal.
Been getting alot of strike squades lately since the buff/nurf they got in the last beta patch. Personaly im really missing the crazyness of the old kockback special they had but it is still usefull ( but can't be bet on like it was before making them much more dangrous to use in melley in t1 )
A few times i tryed 2x strike squade and the results wher meh at best. hard to get any decent damage on enemey in t1 or t2 for that matter. But then i thought humm i wonder if they can give energy to ally units , and indeed they can.
So started testing them in 2v2's with a few friends of mine and WOW this ability used for ally support has some crazy potetial.
So first GK with the APO. This is strong just in idea alone however in game is becomes a bit over the top. Apo suporting 2x strike is pretty insane since the cool down of 1 strike unit for enregy transher is so short u can chain the 2 units to gether to give the apo all the enregy he can use, getting the right APO gear to incress this buff makes for 1 VERY hard nut to break. Especialy since strike squades have alot of bleed resistance to begin with having a apo around with infinate enregy makes takin models off them near imposible.
Secound is the warlock, This guy gets crazy strong with free enregy, i don't even think i need to explain this as im sure most can well imagin. However the WSE is what suprised me , with the 2 units giving him energy he becomes VERY dangrous , not just in mobility but his heavey gauge death spiner never runs out of enregy providing perma kockback, O the lul'z .
Jump units. This is basicaly already known, jump unit gets free enregy it becomes much more dangrous, thares a thread about it hear http://www.dawnofwar.info/forum/viewtopic.php?f=3&t=233But this is just as dangrous to other jump units from other races.
Thare are many others but im sure u can geuse how it will change thare preformance , dier avengers for eg. that can spam fleet of foot forever or rangers that never unclock .
However thare was 1 unit that got a MASSIVE benifit from this ability that was shocking to find. The tyrant guard, yes nids. This "tank" has a charge and a self heal, both are controled by eneregy having 2x strike squades around make this unit MUCH harder to kill, also it's offensive cababilitys are greatly incresses since it can charge in , then a short time later charge out and still have enoughf enregy to go into self regen mode. What this ended up as in game was the ability to charge into a trap, say 2x hard AV set up teams, fight under dual AV wepons attacking it then charge out ( this would not normaly be a option ) then enter self regen if still. some very silly things happend with our tyrant guard on crack.
I hope u guys go out with your buds and try to find some ways to exploit this i want to know if it's OP or not, it can make for some mad crazy battels when the BC is around messing up what should be normal.