[Register] [772770 Members] [79474 Online; 302 Members, 79172 Guests]  
Dawn of War
File Search






 The Files
 » File Browser
 » File Search
 » Submit Files

 The News
 » News
 » News Archive
 » Submit News

 The Mods
 » View List
 » Download

 DoW: Dark Crusade
 » Press Release

 DoW: Winter Assault
 » Introduction
 » Press Release
 » Release Date
 » Features
 » Screenshots
 Imperial Guard
 » Units

 Dawn of War
 » Overview
 » Universe
 » Requirements
 » Reviews
 » Screenshots
 » Space Marines
 » Chaos Marines
 » The Eldar
 » The Orks
 » Downloads
    - Maps
    - Mods
    - Official Releases
    - Utilities
    - Videos

 Special Features
 » Interviews
 » Strategies
 » Reviews

 The Tutorials
 » Mapping Help & Info
 » Badges & Banners Walkthrough

 The Community
 » Links
 » DoW Forums
    - DOW 2 General
    - Dawn of War General
    - Dark Crusade General
    - Winter Assault General
    - Soulstorm General
    - Modding & Editing
    - Problems & Help
    - Clan Forums
    - Table Top Talk
 » Submit PotD
 » PotD Archive

 The Site
 » Latest Poll
 » About
 » Staff
 » Apply To Volunteer
 » Contact





  Strategies
This Page has been viewed 199,070 times
Here you will find strategies that players have sent in to share with other players of Dawn of War. If you have a strategy to share then send them in by clicking here. We will then post them on this page for people to see. Thanks!

A Good Defence For Orks
Get your Orks to make a good defence on your settelment, make 4 Waaagh banners on each corner of it. Then capture all the strat points by you and make a da listening post. Wait for the 2nd upgrade then build waaagh banners around the edges of the area. Make a wall of men in a heavey or light defence point and theres your defence. I tried it today but I died cause we had to go to wendys!
By Don Lipka

Ambush
When you are faced with a large enemy army you should draw them into an ambush. If you are Space Marines have your army stand there ground and use the librarian to run towards the enemy lines. You use him because of his increase health points. When the enemy see him they will pursue him. Send him back to your lines and select the your other hero unit. Select orbital bombardment and aim it at the ground your librarian has just crossed. This will strike right on top of the pursuing army and provide you with the advantage.
By Tempest (DOWFiles Staff)


Average User Rating: 5.4
Number of Votes: 157


User Comments  
The following comments are owned by the user that posted them. Dawn of War Files is not responsible for their content.

Total comments: 359 | Last comment: 06-12-2010 at 03:16

 #1 - good space marine defense - 12-05-2004 at 19:23
Guest (212.117.106.158)
Joined: December 31st, 1969
Posts:
This is a great way to protect your settlement. It works best when you can bottleneck the enemy. All of your space marines should have rocket launchers, and line them up all together where your enemies are entering. Put the marines close to a strategic point and make it a listening post. Then put rocket turrets all around, as much as you can. Have your marines behind the turrets. In between the turrets put commanders and drednaughts to draw fire. Behind all of this, have at least 2 groups of raptors to be able to jump over everyone and land in the center of the enemy to seop them from firing. Also behind your marines you should have 2 or more whirlwinds for more damage. When an enemy attacks they usually cant get near your because they are dying, and if they live they are being pushed back my the rockets.

 #2 - WRONG! - 12-08-2004 at 01:05
Guest (cm157.omega237.maxonline.com.sg)
Joined: December 31st, 1969
Posts:
This is Question.

And i want to tell the people who are posting these strats to NOT post them.Seriously.If you are going to post crap that would NEVER EVER WORK,except in a game where everyone is playing for the first time,with quickstart,high res,fast game speed and no rush for an hour.

I mean...WTF?Build 4 waagh banners then tech?Congrats,the enemy sees you have no units and gleefully takes the rest of the map,techs to missle launchers,and wipes out your base.GG.

And the guy who posted above this?Whats the problem?Firstly,TURRETS.Turrets do not work okay?Stop trying to use them.Secondly,drawing fire only works if your enemy has no idea how to micro and lets his plasma squads shoot your dreadnaughts.Thirdly,your missle squads will be completely unable to kill his troops.Fourthly,i have no idea what game you are playing,but last i checked,space marines cant get raptors.

And the biggest flaw?He sends 1 scout unit,sees what you are doing,laughs his pants off,takes the majority of the map's points,and then proceeds to out-tech you with ease.Actually you wouldnt even get near this part,since you would die in the first 5 minutes when trying this "strategy".He can simply makes lots of artillery and rape your turrets,break your marine squads,and swoop in.Also missle launchers,rokkits and brightlances easily out-range missle turrets,so he can simply sit back and snipe you.

 #3 - I call it The Wall... - 12-08-2004 at 03:07
sukiya_zukuri
From: (Manchester)
Joined: December 8th, 2004
Posts: 5
Yes u may be right that these defense strategies do not work 100% of the time and of course every defense has a weakness.

Still i would like to point out a couple of things that are not true about the above statement.

Firstly if i sent scouts into someones base and discovered he had no troops i would be intelligent enough to understand that troops dont always wait in their bases in nice formations like in Isengaurd in lord of the rings. It is actually more than likely that his army is out taking strat points.

Secondly it is possible to extend the range of missile turrets by placing scouts further into the field.

Thirdly drawing fire can work even if only for a few seconds before he micros it is still useful and an intelligent and also skillful thing to pull off.

Right then having silenced the critic I would like to show u a defence strategy i have developed using eldar. Of course most people would say "meh u cant fail with eldar defensively", but i believe eldar defenses are too easily destroyed by orbital bombardments. Also the post before mentions that time is wasted building defenses when u could be building troops, my defense does not use turrets it simply uses the buildings that eldar must build anyway (with the addition of just 2 turrets for safe measure).


O O
----L----

In this diagram the letter O indicates the position of the turrets(fully upgraded) each dash indicates a waygate(yes a waygate) the L in the centre indicates the listening shrine that the defense is based around.

Following this line of defense there would be an exact replica behind it thus giving u 16 waygates and getting u the full 30 vehicle caps for when an avatar has been built.

The strength of this defense lies in the waygates and the mobility of your reapers warp spiders and other infantry. Not only this but it also enables you to build 30 brightlance platforms in under 1.5 mins. The waygates are also invisible to most units so they have a small element of surprise when first attacked, also they have the ability to heal your units which, when defending is crucial because it basically puts all those troops into "dug in mode" as soon as they leave the warp.

I would like to add that to concentrate merely on your defense strategy will lose you the game however if you can hold the ememy away from your closest strat points for long enough (I find building an aspect shrine closer to the enemy helps to keep a nice flow of troops going) then you can build up an army very quickly.

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

The flaws

2 flaws I think with this plan are:-

You have to be an excelent eldar player to pull it off insuring that you build a large army early on when at your weakest.

One well placed orbital bombardment can hurt and even though there is a second line of defence in 2v2 3v3 and 4v4 games you can be attacked by more than one force commander.

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

Other recomendations :-

Build 3 fire prisms to destroy annoying whirlwinds, defilers etc.
Build a f*****er and place it behind the defence line to ensure scouts dont get in and because eldritch storm roks.

finally

Its no good just defending and then going "WOOOHOOO!!!!! TAKE THAT!!! WONT TRY AND ATTACK ME AGAIN WILL YOU!!!!" ...you have to follow up youre defense by chasing the enemy back.

Have fun and dont get as hung up on strategies as me...

 #4 - NO WAY - 12-18-2004 at 08:46
Deathwing_Elder
From: (Malmoe)
Joined: December 18th, 2004
Posts: 1
Sorry dudes.... but this guy has right, A strat is a beging and end game with the starting "money".... I do have a good strat.... as Elder, Build a Scout squad in your HQ then after a bone singer,. (Build the building that gives you F*****r, with two slaves, then with the scout squad u will scout the enemie. When your first building is finished build f*****r, and with the two slaves build a warp gate but with the other one teleport to the enemie and build a warp gate.... and with the scouts take the strat points.... then pump units and teleport them, and build light shreen on the "points" THEN u have pushed the enemie wille u have the whole map... feel free...

 #5 - ORK RUSH - 12-19-2004 at 15:03
GoDSK
Joined: December 19th, 2004
Posts: 2
A rush which pretty much always works, needs probably a bit of tweaking, please so comments of improvements please.
you start off with a slugga squad and gremlins. quickly send the squad to capture the nearest strat point and while youre doing that pump the gremlins while building 1, 2 waaagh banners in total build around 8 (at lease enough for 4 full squads of sluggas). at your hq build 1 slugga squad, gremlin, slugga squad,slugga squad. while youre pooling and building banners quickly capture more strat points. dont forget to add listening posts as they greatly increase the points and you get a bonus of 75 points immediate. then the fun begins. if you did this correct, you should be having 4 unreinforced slugga sqads or more in less then 3 min. quickly send them over to the enemy base, reinforcing them on the way. you should have around 7,8 by then. dismiss their petty military and commence destruction.
flaw: 1)if the enemy extensively uses turrents, then this will falter, turrets will mow down this rush if placed corretly. against units, it will be impossible for them to stop you. (sluggas have a higer close combat damage, and i think is the strongest/non upgraded begining unit)
2) unfortunately slugga close combat is ineffective against buildings, it will take ages. so as soon as you have enough points, the upgrading of rokkit lanchas will make quick work of them.
3)1 vs 1, will easily work. when its a team fight, rush can be mowed down easily if there is no cooperation, so have a second plan just in case rush fails

 #6 - Eldar Tactics - 12-21-2004 at 22:33
Yacoby
Joined: December 14th, 2004
Posts: 1
Eldar Tactics
This is best used on the Biffy's Peril map, 2 v 2

When you first start off build 3 Bonesingers and 2 guardian squads. Teleport the 2 of the Bonesingers into you enemies base and build a webway portal and then 2-3 turrets. You then need to stop the enemy getting anti building weapons. (He/she will most properly be throwing everything he/she has got at you). Start doing hit and run attacks, always retreating into the range of the turrets at the least sign of danger. I doesn’t take much to destroy them. Rember those bright lances!!

While you are building the webway portal and turrets use the other Bonesingers to build basic buildings. The guardian squads will capture stragic points, relics, but only play defensive.

Your ally will need to occupy the other enemy while you are attacking as it is very hard to do more than build basic building at your base.

Seems to work best V SM and CSM

Yacoby

 #7 - 12-22-2004 at 01:33
Donuts
From: (ontario)
Joined: December 21st, 2004
Posts: 5
Hmmm Donut! If your playing in a game with people you must always tell your buddies what you are playing to do!!!!! Playing this game as a team always works out better in the end. Bring together your armies and do some damage!!!!!

 #8 - ElDaR RuLe - 12-23-2004 at 03:18
Lord_Alias
From: (newcastle)
Joined: December 15th, 2004
Posts: 37
Resistance is Futile! eldar rule Resistance is Futile!

 #9 - some of these are right so of them are wrong - 12-23-2004 at 23:36
cracker_jack_toy
From: (aylesbury)
Joined: December 14th, 2004
Posts: 1
some of this comments rock but some of them dont but in online faqs you need to be ready for anything Two Thumbs Up! but then you still need a back up plan but that has to be good as that if your be crushed and crumbled and you aint got a backup plan you your gonna die

i like to win fast so i dont waste time think then attack as that fight is going on i build defence around my butt in the game and make sure those peps dont kill me.

or you can join some rubish quickstart match and take an hour long to make an army cheak with ya team mates and ask were or not we should attack cause you have got all year dont ya.


so if your gonna take time at least build defence and be happy with it if your gonna attack attack dont wait just say help me if im get attacked or they snoop round me with woth terminators or dreads or something strong so keep it cool and dont lolly gag attack fast like a vyperResistance is Futile!

 #10 - 01-02-2005 at 21:36
skills
From: (Ryarsh)
Joined: July 22nd, 2004
Posts: 103
i just dig in troops and put turrets round the entrances and then i built 2 devstator squads( 4 space marines all with heavy weapons and a captain) and then i scout around with those before pushing foward with the army i have amm*****ed in my base. i also send a small force to get behind there troops and take out their buildings thus making them lose.

 #11 - i say - 01-06-2005 at 07:03
Guest (djz32.neoplus.adsl.tpnet.pl)
Joined: December 31st, 1969
Posts:
i think its VERY VERY hard to beat SM in battle with eldar... a player with less skill playing sm can easily take out a better player using eldar... the're too weak stick out tongue

 #12 - no its not - 01-06-2005 at 09:48
devil_mason
From:
Joined: September 19th, 2004
Posts: 1
eldar can easily win sm using dark reapers and fire prisms so stfu all the races have differant advantages and dark reapers own sapce marinesResistance is Futile!

 #13 - Overwatch - 01-08-2005 at 02:31
castrob24
Joined: November 26th, 2004
Posts: 10
Has anybody figured out the overwatch function (Ctrl+O)? I have played 40k and spacehulk and know terminators can overwatch, but in this game they seem to do nothing of the sort.

 #14 - Why no Chaos or space marine strats? - 01-09-2005 at 08:29
Guest (dialin-209-183-19-13.tor.primus.ca)
Joined: December 31st, 1969
Posts:
Strange, no one is posting up any strats for the Chaos or space marines

 #15 - tactic for space marines - 01-09-2005 at 09:45
Zodiack
From: (Belgrade)
Joined: January 9th, 2005
Posts: 2
u arent normal ppl.How do u play DoW?please dont rush me?last time i seen bombardment from space marines it was when i play vs easy computer.Tactic that i am using is:
Servant build barrack
in HQ i start building 2 scouts team and one more servant
order scouts to check strat points
and second servant to help in buiding barrack
after that servants build listening posts(how much u think that u will need)
in barrack start building space marines then force commander and then again space marines
when u r completed with building listening posts start building 1 generator and after that armory
if u have resources start researching HP upgrade for space marines
in every squad of space marines build one flamer and 1 heavy bolter
and if u r playing against Eldar or another Space Marine build snipers in scout squads...i know that this look like too much work to do...but it is all done in first 5 to 10 minutes...after that go rush ur enemy because Space Marines have one weakness...period between space marines squads and dreadnought

 #16 - do someone have better tactic ?? - 01-10-2005 at 04:01
Zodiack
From: (Belgrade)
Joined: January 9th, 2005
Posts: 2
Well i am open for discusions on tactics for space marines so if somebody have something that he thinks that is better than this tactic that i wrote...i will try anything...some help with this tactic or if somebody have better tactic then this post it please!

 #17 - Flaws - 01-17-2005 at 21:29
Never_ending
From:
Joined: January 17th, 2005
Posts: 1
Well all in all I love the SM but there is only one problem which is quite notable comapre to the other races which make the SM balance out.

Numbers, I know a tactics about SM but if you have more SM then you'll have the advatage, of couse if the SM have the advantage then you pretty much dead meat.

I recall a clip where Tons of Orks rush at a SM front door, four heavy Bolter turrets with two squads per turret to help defend it, the Orks didn't even get close enough to go into Hand to hand.

If you're playing against a SM player you have to surrpsie them, The choas idea of using a champion who has been possed and placing him in the SM camp is a great idea.

The Orks could use that mammoth thing to take most of the fire while launching a back door attack.

SM are easy to use since they tough enugh to eat nails (period), anyone else can name flaws in the SM I', more than happy to hear.

If the Chaos army had Land Raiders what chances do the other race have?

 #18 - Choas please. - 01-20-2005 at 00:47
Guest (cp649718-a.gelen1.lb.home.nl)
Joined: December 31st, 1969
Posts:
I've seen the above tactics and there are no Choas tactics yet. I would like to see one though (it seems that they are evil but weak).

I mostly play SM (because they are easy to control) and I use a similar tactic as " #15 - tactic for space marines - Posted by: Zodiack (Member)", however I build a generator a little bit earlier. I make a 3rd servant and let him build it while the other 2 are on the Barracks and the Listening posts.

 #19 - Fallen city - 01-21-2005 at 23:38
Guest (cable-50-15.intergga.ch)
Joined: December 31st, 1969
Posts:
in the map fallen city i always use this strat i am demonstrating with sm:

Use the first servant to start building baracks
Build two scout units, send fist one to take strategic point just south west of your base, when they are finished send them to kate the blue point which is just next to the river directly across the block from the southern relic.
When the second Scout squad is finished send them
accross the northern brigeto take the blue point there
Immediately star building a servant who sould, when finised build a powerplant.
When barracks are finished call down a sm squad send them to wherever the enemy attacks first.
Make all sout squads fill up to 4 units.
When the first souts have taken the southern point make them go into the crater just west of the point.
As soon as possible make a comander who you will send to wherever there is only a scout squad.
After this if all goes well you sould have a firm foothold on the map and a steady income which you can increase by buidling more marines and taking the strategic points inside you territory. Reinforce both forward points firmly and dont bother building any turrets near your base.
The key to seccsess on this map are the northern and southern briges which are bottlenecks of the map. If you control these you are well off.
Remainder: never buid your vehicle cult in your base i Prefer building it next to one of the relics because this way vehicles can get to the front line faster and the enemy will not know where you vehicles are coming from.

 #20 - space marine tactic - 01-23-2005 at 10:48
Guest (161.c.001lg.syd.iprimus.net.au)
Joined: December 31st, 1969
Posts:
1:build chapel-barracks with first servitor
2:Build scout servitor scout(in thar order)
3:when 1st scouts finished hold SHIFT then right click on two of the nearby points
4:when second servitor comes, hold shift and right click on the incomplete chapel, then still holding shift press B, P then click away from ur stronghold.
5: As soon as chapel is ready, build a force commander, and set the rally point on the nearest heavy cover.
6:when second scouts come, hold shift and right click on another two nearby points.
7: By the time ur force commander is done, you will probably get attacked by enemy HQ or small unnit. Take out with force commander
8: build space marine squad asap
9: build armory asap
10: enforce scouts with snipers
11: m***** heavy turrents around base
12:build monastery and upgrade about half the turrents
13: build a squad of 4 marines, equip with missile launcers only (devestators)
14: build 3 fully reinforced space marine squads
15: defend base from heavy cover
16: build machine cult then artifact
17:build dreadnoughts
18:build librarian
19:build fortress
20: build orbital relay
21:m***** tanks dreadnoughts and terminators!
22:swarm enemy

GIVE Critcisms

 #21 - GREATEST SPACE MARINE TACTIC EVER - 01-27-2005 at 02:52
Guest (cpc4-tall2-3-0-cust99.dbln.cable.ntl.com)
Joined: December 31st, 1969
Posts:
build 3 scout squads at the start. then infiltration, then whatever. Send 1 squad on infiltration to deep behind the enemy base RIGHT AT THE START. when you can, get orbital relay. attach librarian/force commander to terminator squads, get lots of dreadnauts and deep strike where your scouts are; in the enemy's base

 #22 - Teamwork - 01-28-2005 at 12:25
Guest (209-206-17-247.dialup.ziplink.net)
Joined: December 31st, 1969
Posts:
The thing that u have to do as a team is to biuld "together". All u have to do is to bild onto ur teamate or teamates land. U need to bild up ur army and ur defences on ur first base and ur teamates base that way u and ur teamates can help each other to win. If u don't stick together as a team u and ur partner or partners will be tacken out piece by piece. U need to tell ur teamate or teamates what u r doing. If u don't they might get mad at u and will live the game all because u didn't let them know that u were going to take up space on his base. So don't forget to let ur partner or partners knowwhat u are doing! This is a very go strategy to use on 2vs2, 3vs3, and 4vs4. If u try this strategy u and ur partner or partners will use this strategy alot of times. PLEA$E JUST TRY IT! Tell ur partner to bild on ur base and make room for ur partner or partners.Then when u have ur army bilt up u can attack ur oppenents base one by one. U need to now where ur oppenents bases are and attact the one that u think is the weakest one and blow the living crap out of it. Then repare ur army and attack the last one. As u are on the way to the last base make sure u have renforcment as u are going to their base!!! That is all I got to say. PEACE OUT!!!!!!!!

 #23 - Chaos strat - 02-08-2005 at 12:03
Guest (h209-135-123-8.gtcust.grouptelecom.net)
Joined: December 31st, 1969
Posts:
Not much here for Chaos so i might as well give a little something, as soon as the game start, build a chaos temple right away with the heretic that is available to you. Then make 2 cultist squad and 2 heretics. As the bar fills up for your first cultist place your heretic on forced labor when he works on the chaos temple and stop as soon as your cultist have been made. use your two cultist to capture strategic points but DO NOT reinforce them because cultist are horribly weak and should more appropriately be used as a meat shield. As soon as your chaos temple is done you can either start making a chaos lord or chaos marines. i will continue later

 #24 - Chaos Strat..... - 02-09-2005 at 03:40
Fat_Nurgle
Joined: February 5th, 2005
Posts: 41
Possessed are the best you have. If u can catch you opponent flat footed you own them. Tactics depend on whether it is stand or QS. Stand games, you need to build a temple and 2~3 troops right away, and generators, and capture turf. Work those Heritics, work them to almost death. Have like 4 ~5 of them working, and then as you make more troops, let em die. That is what they are good for right?
On QS games do the same but try and build 2~3 sac for possessed. Get them all working to jack out and up your possessed. I like 4 units and one troop w/rocket launchers. Leave the rockets back at the home stead. I like Defilers, but they are not easy to use and they walk slow. Rush you possessed in jacked up. Wait for it or they fall like *****es. If your getting a little hurt run back, and have your defilers give them cover. I've had many units in pursuit and then they run into my bombardment., then I send back in the possessed immediately. Basically suckering a noob in. If your partner can spare a troop or 2 for fire support, rush a camp. Possessed are a pain. There really weak against fortified, stagerred troops who have not moved. You want the enemy to move, unless they are orks, their heavy weapons take time to charge. I hope some of this helps you out, but my fingers are tired, and if you like let me know by reposting.:Beer! Beer!

 #25 - Chaos strat vol 2 - 02-09-2005 at 12:48
Guest (h209-135-123-8.gtcust.grouptelecom.net)
Joined: December 31st, 1969
Posts:
Ok from where i left off i said to either make a chaos lord or a chaos marine squad. You can rush with those two if you want but most likely you would lose them. (Dont forget to get those strategic points, a minimum of 5 will suffice). I should have mentioned that you should make 2 plasma generators in the start, 2 because you dont really need plasma in the beginning of the game but you will need those two to start saving up on other high powered units.

Go build an armory as soon as you can and research the weapons upgrade as soon as it is complete ( I forgot what it is called though so please excuse me).
At the same time upgrade your stronghold as soon as possible. Provided that you have enough requisition and power, you should build a sacrificial circle but i dont recommend putting the unit on forced labor considering the stronghold is too busy upgrading itself. Only force labor when you have sufficient health. When that is complete i highly recomend that you should make Possessed Chaos Marines due to their high melee damage(sufficient enough to match the power of the Orks).
When you do make one i recommend that you should research the Possessed Chaos marine flamer upgrade and speed ( I dont know what there names are either). You can make horror squads if you want, but only use them in case of an infantry rush or if you simply want to rienforce an attacking army. At this point i would usually attack with SOME infantry on some enemy key listening post and capture there strategic points ( just to knock them back a bit). Make a machine pit and make whatever vehicle you wish. I usually make Predators because it has the highest amount of armor. Since you have the right structures to upgrade your stronghold you should upgrade your stronghold as soon as possible. When this is complete you should upgrade your predators and fully arm them with lascannons. Just so that you could spear an attack vs buildings. Deamon pits cannot be used unless you capture a relic. But for me it doesnt really matter considering that i can still play well without Obliterators and bloodthirster. Well thats all for now

 #26 - Eldar strategy - 02-14-2005 at 17:51
Guest (ppp-yan-43.dilyns.com)
Joined: December 31st, 1969
Posts:
First off there are a few core things to remember while playing eldar.
1.You must move out fast. You can't afford to wait while armies like space
marines can take alittle bashing in the beginning and keep going it's very hard
for eldar to recover.
2.Keep them on the defensive, but do not over commit. Fleet of foot is good for
getting your troops away from there army.
3.Build webway gates just out of view of their posts and stretch their army thin by
constantly attacking different points. As their army starts to be broken up send
your whole force to eliminate one squad at a time while taking their strategic
points.
4. Keep using the above strategy until you have your falcon's to attack deep into
their territory and vypers with missles to run lone attacks away from their army
to take out any listening posts and random buildings they may have.

After this it's best to build prisms if they are still resilliant and you need to spread them out so that you can attack from different points and run away quickly. If it looks like it's going well and your on the *****ault get some walkers out right before the prisms to take out their troops and augment the straightforward attack. Don't forget to build support platforms early on before you have a support portal out. A few shurikan platforms to take out troops and a few brightlance platforms to send at their base and keep up the strategy of spreading out their army and attacking at multiple undefended places.

 #27 - IRT post #13 - 02-16-2005 at 20:07
Guest (pcp01912882pcs.wilmsc01.tn.comcast.net)
Joined: December 31st, 1969
Posts:
Your post is wrong on so many levels. Overwatch is NOT in tabletop 40k, and I'm pretty sure it's NOT in space Hulk. Overwatch is when you right click on the rienforce button (or several other buttons) with overwatch on, it does the command automaticly, so you don't have to press the rienforce button 6 times.

 #28 - space marine startup tactics - 02-17-2005 at 04:55
Guest (pool-70-104-100-197.chi.dsl-w.verizon.net)
Joined: December 31st, 1969
Posts:
man, i'd love to play some of y'all online.

look, it's pretty easy no matter what race you're playing. do whatever is necessary to get your commander unit out first thing.

i don't play anything but space marines, so here's my strategy. i'm sure you could easily adapt it to suit the other races.

1. build your barracks.
2. scouts--servitor--scouts.
3. scouts take strategic points while the extra builder helps complete the barracks.
4. around the time your scouts take the first point, send them on to the third strategic point.
5. build your army's commander unit.
6. que up a tactical squad.
7. send the two servitors to the first strategic point your scouts took.
8. around this time, your second group of scouts should be done taking the second point. send them on to the fourth point.
9. when the servitors are done building the listening post, send them back to the second point. and build your second listening post.

anything past this point i find is highly dependent on what enemy race my opponent is playing and what he is doing.

seriously though, get your commander unit out as quickly as possible, especially if you're space marines. that guy can lay a hurtin' down on would-be-rushers and he's got a ton of hit points. stick your tactical squad in some cover and have your commander go close combat with whatever is attacking you. reinforce the dudes in cover and you'll be fine. i've yet to see a rush that can stand up to this tactic.

 #29 - IMO -bakkatrak - 02-24-2005 at 23:39
Guest (adsl-68-121-53-132.dsl.scrm01.pacbell.net)
Joined: December 31st, 1969
Posts:
I win with eldar because all I do is use the eldar's mobility and take over the map. I dont hang around and I dont waste troops attacking, my Prisms do that for me, my troops are defence, Prisms = offence. The gates are awesome, not only they have to have an HQ to kill the Listening Shrines, you do this correctly, have enough firepower in the gates and **********inate their HQ, then return to the gate and hunt them down with the faster Prisms, eventually you will wind them down attacking them multiple places at once. This brings out the Eldars shine, mobility, firepower and stealth. Smart players use grenade launchers/Teleporting Sorcerer or Big Mek/Whirlwinds ect to beat this tactic, but then you have the upper hand still. Once I see i own most of the map if not everything near his base, I usualy enjoy teleporting 2-4 Bonesingers behind his base and building a gate and teleporting a buttload of troops into his anal regeion. While my prisms engage his main force and scatters them around and kills their morale. HQ are primary targets, I can flow troops behind his base and healing my troops. Fail-safe if he hasent bested this tactic. I always build a secondary base using the excess resources accumilated for taking the map just in case, and always near his base out of the highway path.

 #30 - IMO -bakkatrak - 02-24-2005 at 23:48
Guest (adsl-68-121-53-132.dsl.scrm01.pacbell.net)
Joined: December 31st, 1969
Posts:
Forgot to mention, the Gates hide the listening shrines and i have them upgraded for anti-marine with a single anti-tank turret if req permits.
2-4 Reaper squads, my HQ, Avatar if affording and able, 2-4 Warp Spider squads, 1-2 Ranger Squads, 2 Bonesingers +2 if using my flanking tactic.
Fire Prisms, Wraithlord if no Relic to fill last spots. I only use Gun Platforms if I need the support with the troops teleporting through gate.

This is a flowing tactic, no resting no stopping.

 #31 - SM Strat - 03-08-2005 at 08:59
Guest (10.129.77.107)
Joined: December 31st, 1969
Posts:
May have been said b4 but as soon as you occupy a new strategic point, build listening posts and then turrets on all 4 sides. Eldar have it easier defending a critical location as they just have to build a webway gate neaby and then build turrets by it. People tend to focus on the turrets and not your men. Use this time to attack the harder enemies. This will only work tho if u do have sum good units. If any turrets get destroyed or damaged, rebuild or repair as quick as possible.

 #32 - Biffys Peril - Space Marines - 03-10-2005 at 10:10
Commander_VI
Joined: March 10th, 2005
Posts: 1
Biffys Peril - Space Marines

As space marines on this map i tend to build a servitor first then build 2 scouts squads and research infiltration. Whilst tht is happening i will have built a chapel barracks and be getting a force commander. After the infiltration is completed ill send both scout squads in 2 both other teams. On all my strats by now ill have built on them.

Quick Start- If quick start is on i will build 8 space marine squads now and ill have built an armoury and some generators. After the armoury is finished ill do all research including in my start building. As my troops r done ill give them full units with unit leaders and 4 rocket launchers per unit. When all my troops are done ill send 2 to my team8s base just incase. In my base ill be building a vehicle factory and a sacred artifact, once these are built ill upgrade my start building. After tht ill build a drop pod building (cant remember the name of it). In tht building ill get as many dreds as i can and ill be building turrets all round my base and next to all my strats including missle turrets and heavy bolters. With 6 troops now in my base some dreds waiting to be dropped and 2 troops in my team8s base ill send 4 troops in to one enermies base and once they have drawn out their army ill pull my troops bak to base an drop all my dreds next to my scouts in their base then ill attack all the turrets and strats then ill move on too troops then on to good building like barracks or vehicle buildings. If your dreds die then just carry on doing this for sometime but keep up ur defence so u dont get killed.

Normal- Build a good few troops for def n build a vehicle building n start getting predators if you can once you have a small army head into the middle and build a start building there and make some turrets so u have a small second base. Use your second base to produce more troops and vehicles. with an orbit relay send some dreds into their base and concentrate on killing all troops and vehicles and building which may help troops or produce them. Just keep doing this and when you have taken their base go on to take on the other enemies base.

 #33 - 03-14-2005 at 08:43
Guest (nat-196-62.ksiazat.v.pl)
Joined: December 31st, 1969
Posts:
my fav tactics are(marines only, did not play enough other races to give advice):
1. for standard game, building scouts and force commander asap, sending scouts to take objectives, creating some marines to contest the table during teching up period, then once I get dreads, make lots ofthem and stomp into enemy base(s)
scouts are extremely useful little fellows due to stealthy sneaking allowing them to SCOUT enemy position (pun intended)... they also can take out targets of opportunity like unescorted heretics or gretchin... and of course take undefended objectives...
2. for quickstart, I build more servitors, build scouts and force commander asap too, hold the perimeter with marines supported by turrets (built when nothing else is available to do for servitors), then once orbital relay is active it's showtime: scout out enemy base, drop a squad with force commander attached and -
cue cpl. Hicks from "Aliens": Yes, we should nuke them from the orbit!
meanwhile u sould get dreads also, so don't hesitate to follow up with wave of teleporting dreads...

 #34 - OMG NOOBS - 03-24-2005 at 04:53
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
WTF is with all the guests saying stuff like 'GREATEST SM TACTIC EVER'
it only works at the last stages of the GAME DUM*****. read #21 for christs sake.
see any flaws with the plan?
FIRSTLY scouts are a good idea if u dont use 3 F****** UNITS OF EM. that wastes 2 squad cap points which could have been spent on a nice squad of marines rather than weak scout scum. 1 is more appropriate. SECONDLY you generally only get terminators in the last stages of the game, if you are playing a good opponent that dosent let you sit back and build a huge force, rather than a noob.
next time please use tactics which are tried and tested against NONNOOBS and are proven to WORK TIME AND TIME AGAIN. i was probably smashed out of my head when i wrote this so please dont take it personallyBeer! Beer!

 #35 - well done to guest - 03-24-2005 at 04:58
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
tactic #29 is more of a tactic rather than a mindless 'get big stuff wif big gunz and blow the living crap out of everythik and hope they are noobs and dont use real tactics to fight back'
well done guest whoever u are

 #36 - LOL - 03-24-2005 at 06:44
Rayden_5
From:
Joined: February 7th, 2005
Posts: 91
This section needs some tweaking ... i think there should be a rating for every strategy article. If an article stays below rating 7 for several days -> DELETE IT. We don't need noob tactics here.

 #37 - chaos strat for qs (unbeaten so far) - 03-25-2005 at 16:06
Guest (82-36-244-245.cable.ubr04.dudl.blueyonder.co.uk)
Joined: December 31st, 1969
Posts:
start building barracks, build 3 more builders and cap increase troops+vehicles at hq...........build marine sqd, lord, marine sqd once barracks complete, 2 bulders make an armoury and 2 build sacrificial circle, (During this) send marines sqds to get strat pnts close to base,(fully reinforce units) once armoury is done build all upgrades and get the builders to start another sacrificial cirlce, and first upgrade on hq+ que caps. (by now first circle is complete) que 5 possessed units in it, get those builders to build 3rd sacrificial circle. when the 2nd sacrificial circle is done, cap strat pionts with builders. After first level complete on hq add 4 plasma guns to each marine sqd and start all upgrades in sacrificail circle's 2 + 3. get 3 builders to make machine cult, and 1 builder make plasma gen(force labour on 2 making cult and let them die). during all this reinforce all possessed units that are built. que 5 defilers at cult. by now you should be about 5-6 mins into the game. once 2 defilers are complete attack your apponent with possessed concentrating on his buildings and let you marine sqds and defilers attack turrets+troops, 1 minute later he is dead and you reinforce and attack next opponet/s. simple.

i havent been beaten when using this strat and ive used it about 50 times......give it a try and post how it went....

 #38 - Eldar 75% win rate - 03-28-2005 at 13:26
Karandras
From: (London)
Joined: March 28th, 2005
Posts: 43
I prefer to play with eldar, and I prefer to use hit & run tactics before a final all out attack on 1 persons base.

first i build 3 bone singers and 2 guardian squads, 1 bonesinger i send to an allies base and build a gate (with their permission). den i capture all points around, all the while building dark reapers and spiders. the reapers r surprisingly good in close coombat by eldar standards. remember dat singer i sent to my allies base? i tlelport him to an area near enemies base, but away from any points. i build a gate and den load up my troops into it apart from my guardian squads. i put them in falcon gravs wid vypers for escorts. i send dem straight to the nearest enemy point, and usually dis draws the enemy away from their base. then i take my reapers and spiders from the gate, and fleet of foot the reapers to their base and teleport the spiders. i use the haywire grenades to destroy any turrets( or soften em up b4 destroying dem)Rock
i have some squads (it doesnt matter wat ones) queued up in case my attak is destroyed and dey come after me.

i depends how good u r, as dis has only won me 3/4 of my games, but it dont show as all of my stats were deleted 4 some reason
frownCry

 #39 - Eldars - 04-05-2005 at 23:36
Guest (172.31.3.196)
Joined: December 31st, 1969
Posts:
Eldars ROCK!!!!!

 #40 - Specific strategy for space marines - 04-12-2005 at 08:32
Guest (staticline21505.toya.net.pl)
Joined: December 31st, 1969
Posts:
I made this strategy for SM upon the Corean WIII strategy. It works near pretty, but u must just concentrate on makin' up this in first phases of the game

First, start normalyy-barracks. InHQ create 2 groups of scouts, servitor and infitration. Scouts may capture points, and when able to-create space marines. Then build up generators and armoury, and stil capture points!(of course, make chapter leader too). After captureing about 3-4 sp, and relict, and have some sm squads, turn the infitration on, and gone with scouts to the places near the enemy base(try do it as quickly as possible). Avoid units with detection for all costs!. When you arrive the unguarded sp or somethn' else-quickly click on it! with! With 2 squads u can sent even on start of game(when you research the infitration) to the enemie's positions, and stop getting insue from sp! If u lost scout's squad-make next. DO NOT CAPUTURE POINTS! The main thing is to avoid enemy of getting points, not to reach it. When u see, the enemy goin' to your scouts-put the second off, so yo will be able to uncapture his point. The main pluses of this strategy are, that enmy must still patrol his sp-what leads that he can't make decideing offensive. Scouts aren't very expansive too-so you can replace them without special resources. The minuses are, that you must still watch out about them. Second, that enemy can easily stop.

 #41 - 04-12-2005 at 08:34
Guest (staticline21505.toya.net.pl)
Joined: December 31st, 1969
Posts:
And the last word of comment-do not try to use scouts to anything more! COncentrate on stopping enemy's "money" expansion.

 #42 - Core Strat, (primariliy designed for annihilate only) Expanded into SM - 04-13-2005 at 11:52
pyrecrye
Joined: April 13th, 2005
Posts: 1
Ive noticed a few core principles that could really help newer players get better at this game. And for space marines i have a bit more detailed strategies. Primarily one shoul build units enough to capture territory quickly, with SM or Chaos you can build 3 scout squads without hurting your resource curve, while this is only usefull with maps that include 4 or more Strategic points biased to a single character, on such maps it creates a mild troop advantage that can translate into a major tactical advantage. All races except orc should start out building a barracks equivalent, orc has to build a Waagh first for maximum efficiency. With most races two builders are sufficient to handle your resource curve and still reinforce all strat points with listening posts. With chaos, a third or even fourth can be helpful, since they are so cheap and their forced labor ability creates such a hefty, though health limited, advantage. While you are reinforcing your strategic points, it is conceivable to be attacked by a Commander and one large squad (Space/Chaos Marines, Several Sluggas, a reinforced guardian squad), If your oppenent rushes in this way, and you use your troops and buildings efficiently you can hold them off with minimal losses, thus creating a significant resource advantage for yourself. To explify this let me explain my annihilate only SM Strat. Build Barracks, 3 scouts , then second servitor, second servitor builds listening post, build Force Commander, first servitor builds power plant, continue to build listening posts, when you reach 75 power immediately upgrade to fortified position on some listening post. Keep an eye on your resources reinforce your scouts whenever you have 45 free req that isnt slated for use on a listening post, as your last post is being built, have your other servitor build a power plant, during the build, research infiltration, when power plant is complete upgrade a frontline post to fortified position. You should reach 200 resources duiring the past few steps, construct a squad of marines then. Note that your exact resource count will depend on the map you are playing, thus timings may vary just a little. Infiltrate your scout squads to contested positions, you should be able to judge the enemies postion and strength with your scouts now. Continue to have on servitor build power plants whenever you get low on power, which will be a lot until you have upgraded all of your listening posts. Your other servitor should build an armory. Reinforce your troops as resources permit, shouldnt be hard unless you are playing on a very small map, like railway, in which case you should have build only 2 scouts, since theres not enough to capture to necessitate 3. Immediately upon completion of your armory, begin the upgrade to tier 2, be sure to save just enough req and power to do so. immediately also use whatever you have left to call sniper rifles for your scouts, using infiltration to position them will allow you to seriously debilitate any infantry. During this build process you should have been in at least one battle, as long as the total value of your lost troops is equal to or less than the number of enemy troops lost, you still have the advantage, use this advantage to scout capture contested points, or at least get them away from the enemy. Removing enemy resources is preferable to obtaining your own, as it takes less time and creates the same mathematical advantage. From tier 2 you can either continue to tech or build anti building units, either way, as long as you can hold the resource advantage and utilize it, you will be able to slowly work your way into your enemies base.

 #43 - NOOBS - 04-14-2005 at 09:40
MAD_MATT
From:
Joined: April 11th, 2005
Posts: 1
Aaargh!!! WHATS WITH ALL THE CRAP STRATEGIES FROM THE GUESTS THEY ARE CRAP Aaargh!!!

Resistance is Futile!

 #44 - why give away secrets?????? - 04-14-2005 at 14:07
Guest (83-70-244-200.b-ras1.prp.dublin.eircom.net)
Joined: December 31st, 1969
Posts:
Why is everyone posting 'unbeatable stragaties' that will probably be read by people they will play against? Can someone tell me why.

 #45 - they arnt unbeatable anyway - 04-17-2005 at 06:51
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
all the 'unbeatable' strategies suck anyway. also, if you dont vary how u play and u just use the same tactics each time people will adapt to ur tactics and KICK UR SORRY NOOBISH *****. next time send in a tactic and DONT entitle it unbeatable cuz im sure it is easy to beat with a decent counter. IN FACT DONT EVEN POST IN AT ALL. YOU SUCK. WE HATE YOU. GO HOME. STOP POSTING IN A PILE OF NOOBISH *****. :furiousPuke!ant and rave over Beer! Beer!

 #46 - 04-17-2005 at 12:00
Guest (83-70-38-119.b-ras1.prp.dublin.eircom.net)
Joined: December 31st, 1969
Posts:
When I said 'unbeatable strageties' I was been sarcastic. Most of theese strageties are terrible.

 #47 - i have a idea - 04-18-2005 at 13:42
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
why dont we KILL ALL THAT SEND IN NOOBISH STRATEGIES. plus: that would be fun. BUT cuz im a nice guy, ill send over one of my terminators to do it for me quickly. so you will only feel terrible pain for a few secondsDevil! while i sit and drink beer Beer! Beer! and look cool cool

 #48 - ah i just noticed - 04-18-2005 at 13:49
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
TEMPEST i dont mean to be um mean but ur strat right at the top has a teeeny tiiiiny flaw. for all the dumb amongst u readers, he has made a mistake. for a start, i dont think even a imbecile/noob/fool/dumb*****/airhead of a player would take a huge army and pursue a BLOODY LIBRARIAN. maybe u first found it out on the EASY MODE against the CPU. how clever of you. maybe you didnt realise that ITS NOT GUNNA WORK ON A HUMAN PLAYER WITH A OUNCE OF SENSE. grrrrr
then i suppose everyone else noticed this flaw in his plan but i felt like complaining even MORE about noobish strategies. because i hate noobs and all their vile kin
Resistance is Futile! Puke! Beer! Beer!

 #49 - Wow so much commenting - 04-22-2005 at 08:44
sukiya_zukuri
From: (Manchester)
Joined: December 8th, 2004
Posts: 5
Its a long time since Ive had a look at this page and it seems to be thriving some really good points being made also some pretty noobish ones, but theres nothing wrong with that at all. My original post is post 3 i still use it in every game of course I do alter bit of it depending on who im fighting but I havent lost a game on Kasyr in 3 months and that includes when teammates have all left because I quickly put that defence to plug the gap. Mines have many uses I recommend heavy experimentation with them especailly on kasyr. I have another strat but im gonna keep it from u cus its kinda the only attacking strategy I have atm. hmm actually I have this crap one where u lure them with an allies army to the critical loactions and then run round the outside and destroy all his buildings with lances, hmm need a hero with them agaisnt eldar. Oh yeah and btw the thickest comment on this board im afraid is the one saying eldar cant beat SM tbh I would have it tipped for eldar in most games. ELDAR RIEGN SUPREME, THE KING OF THE REAPERS IS RICH WITH EXPERIENCE look out for me online its "kyuryo".

 #50 - 04-22-2005 at 14:03
Guest (83-70-230-224.b-ras1.prp.dublin.eircom.net)
Joined: December 31st, 1969
Posts:
Still asking about why people give away personal stragaties to people will probably play against.

 #51 - lol - 04-24-2005 at 11:14
brrr
From: (cornwall)
Joined: February 18th, 2005
Posts: 340
i have a stratagei send a whole load of huge stupendus tanks and kill the enemy, lol,.. well it does work and thats all that is needed lol

 #52 - Patch 1.20 - 04-24-2005 at 15:13
Guest (cache-rtc-ac03.proxy.aol.com)
Joined: December 31st, 1969
Posts:
I just downloaded patch 1.20 for dawn of war and it totally screwed my game.what should i do

 #53 - Chaos 1vs1 - 04-25-2005 at 02:56
Guest (zg04-144.dialin.iskon.hr)
Joined: December 31st, 1969
Posts:
I havent seen many good chaos strategy so I'll post myne. This only works well against one opponent but it can be used in games 2vs2 3vs3 4vs4 if you work well with your teammates.

The first thing you do is start building a barracks, sacrifice your heretic. The first thing you build should be a heretic. Sacrifice him to to get the barrack working in 10-15 sec into the game. do not let any of your heretics die from sacrifice, they too valuble in resources, one if worth a marine + 10rq, and a marine can tip the scale in any game. depending on the size of the map build 2 or 3 cultist squads and capture the teritory around your base. Build one sq of marines, send them to also capture teritory. then build your chaos lord. by the time he is built you should have reinforced your marine sq by 2-3 members, start attacking. Never attack your enemies base. Use your chaos lord to attack the opponents hero and draw fire while you sneak up with a cult sq and engage them in melee. Try not to get the cultists killed as they are a valuable *****et, they can hold against marines long enough, they can realy give the reapers and all eldar a run for their money if you cover them, just dont send them against orks.
your chaos lord does a lot of damage hand to hand so use him and your marines to kill the enemy hero. then start fighting for teritory take sp after sp as the initial marines will give you the advantage, by the time his barrack(or equivavelt) if finished you should have that marine squad out and captureing sps.
build a second marine squad but not before you have reinforced your first sq fully, probably with your chaos lord attached when hit hp go low. When attaching him, always first retreat him behind your marines and then attach him, not before, this way he usually stays alive. I will post later on how you should continue against certain races. and one more thing, keep your heretics(the 2 from the start) alive no matter how low on hp they are, you wont need more throughout the game, except in special circumstances.

 #54 - 04-25-2005 at 12:21
Guest (83-70-224-3.b-ras1.prp.dublin.eircom.net)
Joined: December 31st, 1969
Posts:
CAN SOMEBODY ANSWER MY QUESTION

 #55 - To answer your question - 04-27-2005 at 11:05
Guest (zg04-156.dialin.iskon.hr)
Joined: December 31st, 1969
Posts:
To answer your question why people give of their strategies to people they are going to play against:
Having a strategy is never enough, no matter what strategy you have, and how much you practice doesnt really matter in a game, 1v1,2v2 or any other. The point is to improvise and to know what you are doing at the moment, to use cover and terrain obstacles to your advantage, to place buildings well.
If I was the best player in the world I could post my strategies all day and night, and never have to worry that somebody will defeat me just because he read them.
Skill still matters!!!
And even if I had a BRILIANT and PERFECT strategy which DOESNT EXIST, it would be no fun winning all the time, people perfect their gameplay only when they have something to perfect it against!!!

 #56 - Eldar Rock!!! - 04-27-2005 at 11:22
zog17
From:
Joined: April 10th, 2005
Posts: 4
Eldar Rock! Pimp! Rock

 #57 - thanks - 04-27-2005 at 11:34
Guest (83-70-252-98.b-ras1.prp.dublin.eircom.net)
Joined: December 31st, 1969
Posts:
Thank you for finally answering my question no 55, but as to what you said, which I think is true, why do people post strategies anyway.

 #58 - lol - 04-27-2005 at 13:37
brrr
From: (cornwall)
Joined: February 18th, 2005
Posts: 340
lol eldar r panzys but there prism tank thingy rules

 #59 - why,you still ask why??? - 04-27-2005 at 16:46
Guest (zg04-032.dialin.iskon.hr)
Joined: December 31st, 1969
Posts:
Dont you remember when you were 12,13,14 years old and you couldnt play an rts against a pile of manure and win, or are you that now! I dont know, to teach noobs a thing or to, or to let noobs come to their own conclusions, then there are less noobs. Its good when your defeat a counter that somedy developed against your strategy.
Its nice to teach people stuff!
Out of the kindeness of their hearts!

PICK ONE!!!
smile

 #60 - 05-03-2005 at 13:16
Guest (83-70-42-46.b-ras1.prp.dublin.eircom.net)
Joined: December 31st, 1969
Posts:
just so you know '59' I am 12 and I know for definite fact that exact strageties only work angainst the computer and in single player.

 #61 - turrets.. - 05-09-2005 at 06:36
Guest (cpe-065-184-133-249.ec.res.rr.com)
Joined: December 31st, 1969
Posts:
Turrets work fine for me, i dont consider them noobish. they slow the enemy down, wasts his orbital strike, and also, obital strike wont work as well if u -SPACE-THEM-OUT!!! try that and u might actually defend for a few second longer, i suggest u be more offensive if ur gunna us turrets tho.

 #62 - space marines defence to offence strategy. - 05-16-2005 at 07:10
Guest (cm41.omega231.maxonline.com.sg)
Joined: December 31st, 1969
Posts:
well. after building chapel barracks and all dat needy stuff. i build a whole line of turrets. a mix of bolter n rocket ones . and behind em are my space marines, with heavy bolters and rocket launchers. a few land raiders and dreadnoughts. well. if an enemy keeps pushing towards ur base. this will repel him. just constantly upkeep ur structures. and from ur base. build a scout or sum recon squad to check. when the enemy is building up for a second *****ault, but isnt ready. send 3 dreadnoughts and wreak some havoc. and when the enemy starts losing stuff. throw everything at him. and he may not stand a chance. heh. well. may not be a good strategy. just a lil voicin out. haha

 #63 - Chaos at least 2v2 for noobs with no micro - 05-16-2005 at 08:15
Guest (203-173-35-231.dyn.iinet.net.au)
Joined: December 31st, 1969
Posts:
Begginning of game you take the points nearest to your base as does your ally then when you spread into the map one man builds a large army and engages and clears the enemy out while the ally builds along behind consolidating all the lines. If the first ally loses there army the second will have theres in reserve and they'll have pretty thick lines of defense.

I usually only do this with a Eldar player but it works with any. IN the games i play it isn't about how big yourr army is but how fast you can attack with or replace an army. THat is where the eldar ally comes in.

The chaos player continues the cycle of gore in the center and constantly keeps the show rolling while the eldar get some nice anti building gear (prisms and s***)
.

While there preparing this force they hit you the chaos player with some heavy $dosh$ cause they control most of the points. You get possessed marines(flame is the most important and as many other upgrades as you can get for em) and predators(only twin linked las on the top) with your heroes and a few marine squads for fire support (HEavy bolters missile launchers) and go and hand out (or recieve) a m*****ive ***** kicking.

Eldar use there mobile units like prisms and falcons loaded with troops land an enemy base kick there ***** till the army ally 1's fighting starts to bleed.

Mop up humiliate win.

(if the enemy keeps the armies at home then they'll lose resource points and relics so they wont be able to replace there losses. If this is the case just artillery and drown them in blood.)

 #64 - is it really hard or is it just me? - 05-16-2005 at 08:16
Guest (ppp204.dyn170.pacific.net.ph)
Joined: December 31st, 1969
Posts:
Guys, I've only defeated a harder enemy once. An I definitely can't even last for more than seven minutes when I play against Insane.

 #65 - Defense - 05-16-2005 at 08:20
Guest (203-173-35-231.dyn.iinet.net.au)
Joined: December 31st, 1969
Posts:
same guy who posted the above n00b strat^

anyway defense never works every defense has a weakness. You cant win and have no hope of ever breeaking out if you only hold to resource points mid game. If its a ladder game or something pull the lan cable its over.

Defense never works unless its you and a friend hold at least half of the map.

 #66 - #63 - is it really hard or is it just me? - 05-18-2005 at 00:59
Guest (172.31.3.196)
Joined: December 31st, 1969
Posts:
To Post #63

No, it's not you. I noticed that since updating to version 1.3 AI difficult settings are much harder then before. I usually plays on Hard/Harder and wins 99.99% of the time. Howver, since updating to 1.3, and plays on Hard mode, I've lost 3 times in a role!!! All under 10 mins!!!!

 #67 - e-mail me - 05-24-2005 at 10:56
SuperDude
From: (march)
Joined: February 3rd, 2005
Posts: 13
hey all, firstly this is for stratagies!!! not for chatting!!!! GOD!!!!!!

ok, now if you need to play eldar.....

i fing this stratagy works the best on vally of khorne........

3min win... standard on all of the options for req and that stuff......
only got annihalate for wins...... this works!!
i got 3 stars automatching doing this!!! bleive me!!! E_MAIL ME CLICK ON MY NAME AND MAIL ME!!!!!!!!!!!!!!

i WILL NOT give away this to anyone unless they e-mail me...... this is why i am not wrighting it on here!!! ok??

 #68 - 1 more thing - 05-24-2005 at 10:59
SuperDude
From: (march)
Joined: February 3rd, 2005
Posts: 13
if you DO want this stratagy.....

please not that:

1. you must not be a noob using my stratagy to get easy wins!!!

2. this stratagy kills insane comps as-if they were easy ones!!

3. please dont give this to everybody who asks you for it!

4. please dont over-use it as it is mean as hell and not that nice for anyone who you do it too!!!!!

ok, so email me!!!

 #69 - dunno - 05-26-2005 at 09:35
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
im just going to sit and laugh at noobs now. i cant be bothered to read all the noobish strategies but i can imagine that most of the ones which i havent already read (last comment by me 48#) are for fools to place faith in.SO to all noobish strats and their authors i HATE YOU ALL HAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAAAAA (laugh at noobs finished) Beer! Beer!

 #70 - SuperDude - 05-31-2005 at 00:53
Guest (172.31.3.196)
Joined: December 31st, 1969
Posts:
SuperDude, if you are crapping on about this forum is for strats only, (not for chatting) and not posting your strategies. Aren't you the same as the people you are telling off....F@$King Tosser!!!!!

 #71 - space marine evac - 06-05-2005 at 05:53
Guest (CWPP-p-203-54-177-158.prem.tmns.net.au)
Joined: December 31st, 1969
Posts:
in **********inate i was getting smoked by the enemy and ran my commander in to the orbital relay building and then drop podded his ***** outa there to another entrenched strat point. I still lost but it gave me a chance at a come back.

I think pretty much any1 who uses the word "noob" is a geek.
whats wrong wit rookie,green horn and so on.

 #72 - addition - 06-05-2005 at 06:41
Guest (CWPP-p-203-54-177-158.prem.tmns.net.au)
Joined: December 31st, 1969
Posts:
i would also like to add that the internet is the only place were *****less losers like killer13 can pluck up the courage to be aggressive at people.

And i'd bet $50 he either hasn't hit puberty or is overweight.
And if he's none of those things then his girlfriend is overweight.

Love Ryan

 #73 - Got any onions? - 06-10-2005 at 16:53
00westcha
Joined: June 8th, 2005
Posts: 1
Alright Lads.
I think comment 72 is very amusing.

 #74 - i do not have any onions - 06-12-2005 at 22:16
Guest (cwpp-p-144-134-183-34.prem.tmns.net.au)
Joined: December 31st, 1969
Posts:
ill duck out and grab some

 #75 - well just my view but here goes - 06-20-2005 at 09:00
Guest (84.43.98.39)
Joined: December 31st, 1969
Posts:
Attack is the best form of defense seriously i could womble on and i think i will.

Eldar have the advantage of a teleporting builder, exploit it, build in their base, its ballsy but just do it when they are in the middle of combat they probably wont notice until they have a gateway, a coupla D cannons and spiders/reapers stepping outta the portal! these troops can be put back into the gateway when it does start to get hot so withdraw, live to fight another day, after all you got their armoury, vehicle pit and hq

Use skimmer squads, 3/4 prisms to break up the infantry and armour, flacons with starcannon and vypers (some upgraded to rocket launcher) to mop up troops and add a bit of punch, remember they can jump to get at a nice target, out the way or retreat, as some one has said, strike swift, like a vyper.

Further more build gateways in daft places, out in the open, on top of buildings, anywhere between your base and theirs, it provides line of sight, slows down the enemy if they have a hero as they have to stop every min or so to get a gateway. It also allows for ambush of armour, scouts or that stupid hero whos got too far ahead of his termies, or even as a convenient fall back point.

Chaos are excellent hand to hand combatants with infiltrating tac squads, get em cover, with a few hth squads with flamers palsma at the front, then when the enmy approches hit and run, leave the damned flameers if you really misjudged it lol
also it might be a good idea to build some horror squads that when the flamerr squads die you have instant replacements.

posessed make great body gaurds but i dont hold with spamming, 2 squads, one wtih the LOC and the other with the sorceror is fantastic and moral crushing, hurl them at the enemy and let the plasma troops behind them do their job!

Defilers, fire them towards the back of the combat, this breeaks up the heavy troops like reapers and missile men, also it scatters enemy re enforcements and those cowards who are trying to flee, then if it gets really hot let them storm into combat, you wont be disapointed.

Predators, upgrade to twin linkedlas and hunt enemy tanks in the fray, 3 preds and 5 defilers is deadly, use the defilers as described above and let the preds roam after teh enemy tanks, they provide m*****ive concentrted fire power and they also hit the infantry with their bolters enough said

Orks, small squds, lots of burnaz and rokkitz, burn da zoggin oomies and krump da tankz, nuff sed. Kanz iz good in da front of kombat, ittin oomies and attakin dem zoggin dreadnaughts.

Dem lemon rusty tankz iz gud, use em like dem spikey boy crab tingz

Da squig iz a shok troop az it iz ver' shokin to av it stomps yooz, circle im to da back o da fight and let im eat da oomies big gunz, den let im eat da oomies

Space marines are great, especially at hold the line in combat, let them do it, a good mix of plasma and rockets, micro mange into two squads and concentrate fire, rocketrs naturally at vehicles, or if no vehicles are present then the enemy hjeavy squads as they dont have to advance and you should also break their moral as well.
Use four whirlwinds as deescribed like defilers, but be prepared to let them drop back as they cant dstand much punishment at all.

My favourite form of *****ualt is deep strike, typically consisting of six fully teched marine squads with medics and a force commander, build a dreadnaught in the relay as well, coz as soon as they drop you have one built ready to drop with them smile also prepare to drop a squad of terms with a librarian with them as well, drop the termies first as they take the longest to warp in, so they SHOULD arrivbe at the same time. Use words of the emperor and an orbital in the enmy base, optionally drop them at the rear of an enemy *****ault and laugh maniacly as they are caught between dreads, preds and winds to the front, and a whole host of infantry athe back who are temporarily invincible and are about to drop an orbital in the middle of em MUHAHAHAHAHA!

the most important thing is to put your tropps on overwatch so they replace auto matically and your builings on auto produce so you can continously replace lost squads and keep chugging them into the relay to re enforce your *****ault where you need it

 #76 - couple more options - 06-24-2005 at 02:46
Guest (220-245-126-200-qld-pppoe.tpgi.com.au)
Joined: December 31st, 1969
Posts:
Just been reading, this is a chaos strategy (but can be used for others). Just some tweaks on a couple things that have been said. Firstly when i begin, i send out my cultists to take over what points i can. I don't use them to fight as they are practically useless, however don't let them all die, when they get grenade launchers they're great for destroying buildings and killing enemies atop (or over) hills. I make a marine squad first and put them on defensive from any other patrolling enemies. I do not capture points with my marines, it's a waste, especially when you can get stopped halfway through by enemies. I use them to protect any cultists taking a strategy point or attacking. It's quicker to tear down an enemy point than make one for your own. When i have two squads , i eliminate any patrolling squads by having one at ranged attack and another at close range attack. It means the enemy patrol are occupied in close-combat while my other squad fires without taking any fire themselves. When the squad at close-combat starts taking too much damage i reverse them and let the other squad fire and take time to replenish. It works well if they have better upgrades than you; where quantity overpowers quality. I focus on killing an enemy's hero. Everyone sends their hero out at the start, and if you can be the one with your hero still intact at that opening point domination, you'll have so much more vantage. Of course these tactics don't work if all sitautions but they are a couple of options.

 #77 - Questions Questions.... - 06-30-2005 at 03:22
Guest (g-systems1.ath.forthnet.gr)
Joined: December 31st, 1969
Posts:
Ok I won't post strategies I'll post questions for all you experts...

1. How do you counter early heroes... (commander, farsheer, BigMech etc)? and I mean early heroes (do not answer me with something like build Kaine....)

2. Fleet of Foot affects ranged ACURRANCY only (or is also calculated for melee damage)?

3. What happens to unit efficiency when moral fails? (does damage change?) what other effects take place (apart from the part that the units start crapping their pants).

4. where can we find specific figures about how damage is calculated in the game? (damage, accurancy, hp for each unit type etc)'

 #78 - Questions Questions.... - - 06-30-2005 at 20:56
Guest (172.31.3.138)
Joined: December 31st, 1969
Posts:
Answers

1. Build 2-3 turrets and have a build cl***** unit near by to repair damages....this is but one option. You'll need to have at least 1 power generator.

2. According to the game help text, only affects range attacks.

3. Using mod tools, open up game data files, and have a look around.....

 #79 - Orks and bugs - 07-01-2005 at 11:57
Dedshaw
Joined: June 9th, 2005
Posts: 130
There is a bug and i dont know if anybody noticed it and it is also a kind of advantage bug too. When i play a skirmish game with a whole bunch of computers or whatever, when i save the game and like load it the next day to finish it or whatever, my ork infantry cap is set back to 0. this bug seems almost like a cheap knockoff version of the hardcore mod because i can have like way more orks.Devil!

 #80 - teamwork and sm strategy - 07-02-2005 at 13:38
Guest (host81-136-197-210.in-addr.btopenworld.com)
Joined: December 31st, 1969
Posts:
Personally, this is the strat I use and comments/feedback would be appreciated.
Create a servitor and make a chapel barracks, then make 2 scout units and cap some sps. Build turrets round your sps and try to create a defensive line with your friends, it is very important there are NO GAPS. Make about 2 more servitors to keep reparing your turrets. Make more power generators when needed. Now u should start making your army, i find 2 sm units with fc and librarian, 3 *****ault marines and about 5 hellfires with anti-tank guns does the job at quite a low cost.

You might say "but turrets suck!" and your right. Turrets must be used in numbers and in the right formation otherwise the enemie finds gaps and will destroy your turrets from far away. And turrets are good because they do not use up cap limit, alowing more room for your army.

You ask, "What about artillery? They would surely destroy your turrets!" If this strat is used properly you should have destroyed the enemy before they get to create a large amount of artillery, but, just in case, keep a few hellfires back.

So, thats my strat.

 #81 - "Noobs" - 07-04-2005 at 14:45
Guest (cache-los-ab07.proxy.aol.com)
Joined: December 31st, 1969
Posts:
I'd like to know why the hell theres a bunch of people, I call them people but fools would be more adapt, who have such a hate for new players calling them noobs and the such. Yes I know certain players are quite crap and use so called noob strategies, and yes I know new players may be annoying with their learning ways. But to call them all "noobs" Jesus Christ what is wrong with the lot? I mean what does noobs mean, newbies? You could just say as someone commented call them green, rookies and all that. But no noobs, not just noobs but explitives infront. Bloodyhell what is the online world coming to.

Noobs, when I say noobs I mean the new players to the game, the ones who haven't played much and will believe the strategies posted are good ones. Theres nothing wrong with being new to the game, we all have been at sometime or another, why be so bloody offensive to new players?!

My personal oppion would be that these noob players are not very patient people, and can't be bothed to think of people coming the the game anew, like a clean slate ready to learn from battle, and other players. But no, just call them noobs and that'll be all. You'll go away from your computer (if you ever done, though I am one to talk) and feel happy about what you've just said and play some more dow, against noobs, cos they take your crap!

Shall we call the noob haters, hoobs? I think not because that would make us as foolish as them. Don't mistake me, I hate fools, I think people are daft thinking a strategie that worked against easy computer will win against people. But we could just tell them it, with out using that slimy word, "noobs".

My thoughts are there, you are free to think your own.

 #82 - Some common tips - 07-13-2005 at 13:24
Guest (pcp0010955235pcs.dalect01.va.comcast.net)
Joined: December 31st, 1969
Posts:
Thank you for pointing that out #81
Now i have some common no brainer tips. and a few helpful hotkeys. First of all always send a scout or somthing to watch progress and see if attacks are coming and when to pull back SP guard. never use OB on infintry unless it is tied up and in a group of 3+ squads. Use it on tanks and bases. Use shift to capture SP by going from one to the next alowing more micro managing, use the same process for building. Don't use a full game strategy, learn to counter certain *****ults and deffences and adapt to the enviorment. Also don't be to quick to over watch.

Hope I helped!!! =-D

 #83 - (guy whos to lazy to register)~~chaos tactics~~ - 07-21-2005 at 16:39
Guest (ppp045.pt.centurytel.net)
Joined: December 31st, 1969
Posts:
~For you people that are looking for ways to win with chaos try this!~
1.) First build all the builders u can since their limited, and 3 cultists. Then use 4 builders to make temples(or barracks) and have 2 on each building so it goes faster. Have your leftover builder build generators until you reach you limit on them.

2.) When the temples are done have 1 builder build an armory and the other 3 build 3 sacrifial circles. While your building your armies out of your temple. Make sure to keep everything upgraded. Then after you built what u need have the builder build listening posts.

3.) While the builders are doing that just have the cultists go around capturing things. Then when you can build 2 machine pits and build just defilers in 1 and predators in the other. Then make sure your base is fully upgraded.

4.) If or when you have a relic build 2 daemon pits 1 for making the bloodthirster and 1 for upgrades and obliterators. Make sure you stay defencive until your armies are full. Build turrets everywhere you can and make them missle lunchers because I think their more effective.

5.) When your armies are at max and you have the blood thirst ready take every1 into the middle of the base and summon the bloodthirster. And maybe at the begining of the game have some cultists that can turn invisable and try to sneak em behind enemy lines so you can surprise them with the bloodthirster from behind and have your men attack the front. Having some obliterators might not be bad to have to.

Well thats it you want chaos strategy well here it is!
Oh and this works out best with quick start.

 #84 - The line - 07-27-2005 at 07:42
Dedshaw
Joined: June 9th, 2005
Posts: 130
What i like to do in bloodshed alley is to create four whirlwinds and predators and upgrade predators with just twinlinked las and put whirlwinds in the back in a line and the predators directly in front in a line, ( line going left to right). A good stratedgy i think.

 #85 - i'm a noob, but it works - 08-01-2005 at 06:55
Guest (80-195-26-251.cable.ubr02.telf.blueyonder.co.uk)
Joined: December 31st, 1969
Posts:
when in a game, i almost never do well. but, because i'm a noob, i don't follow a game plan. i work on a highly sophisticated set of instructions known commonly as pot luck. if i don't know what i'm doing, how on earth can you? if you don't know what i'm planning, how can you prepare? if you don't know how to prepare, i have a chance that i've built exactly the right force and you've build exactly the wrong one. not knowing what i'm doing helps me (of course, i have a general game plan, to win, to get an avatar, to overwhelm you, etc., but not a detailed plan)

 #86 - "I have the answer to all your problems!!! - 08-01-2005 at 20:21
Guest (203.108.113.50)
Joined: December 31st, 1969
Posts:
The answer to the best strat is to just build a machine cult as early on as you can then mass dreadnoughts and hell hounds (they might be called something else), Then you upgrade them with lascannons and assault guns. Attack their base then sit back and watch the slaughter. I find it works again "destroy HQ" type games. everything upgraded with lascannons. for playing chaos, mass defilers or obliterators, for eldar, grave platforms, for orks, ur screwed. just joking. mass killer kans.

hope this strat helps some of you guys.
Rogue Sarge

 #87 - hot tip - 08-14-2005 at 06:02
Guest (CWPP-p-203-54-204-31.prem.tmns.net.au)
Joined: December 31st, 1969
Posts:
just play against the computer on easy and u dont need a stratergy.
"Yay I got First Post!"

 #88 - defencive then offencive tactic 4 eldar - 08-15-2005 at 22:20
Guest (c-67-182-161-32.hsd1.ca.comcast.net)
Joined: December 31st, 1969
Posts:
turrets are weak but can pack a punch if you know how if you can put the eldar warp gates in a straight line to the enemys place you can warp turrets down and back as long as its withing a zone u should also place a full compliment of guardian squads so as to draw fire should the enemy decide to use a force commander to find your buildings the turrets are vulnerable so be careful its a cheap strategy and will only work against some on that cant mobilize heavy units or lots of units fast enough in that case warp behind them with spiders and any thing else that can fly/warp/ jumpjet

 #89 - 08-16-2005 at 09:24
cleasai
From:
Joined: June 18th, 2005
Posts: 1
who thinks having a vague idea about what you are doing is a good strat cos it seems to work well for me

 #90 - the power claw rush - 08-31-2005 at 15:28
Guest (64-148-25-74.adsl.snet.net)
Joined: December 31st, 1969
Posts:
when u play orkies instead of beefing up your squads leave them at 4 men and just keep spitting the 4 man squads out, u should have pile build by now and reasearch the power claws while its reasearching start making a nob 4 each sqaud u should have about 7 or 8 then u have the nobs n all the boys...then u beef up sqauds once u pratice it u can do thsi in about 7 min ( having all squads maxed out be4 u run out of waagh reasource) have fun gents FEAR THE GODs!! smile

 #91 - Pfft - 09-14-2005 at 05:21
Looper_2
From: (Gravesend)
Joined: September 11th, 2005
Posts: 3
You cant win with a defense 'offence is the way to go! Resistance is Futile!

 #92 - geek boy - 09-15-2005 at 18:22
martinheron
From: (newcastle)
Joined: September 9th, 2005
Posts: 12
the 2nd coment from top ur a fukn noob if ya send a scout anywhere near an oober unit example force comander they become visable i mean howay i thought u knew wt u wer talking about till i read tht and secondly tht tecnique does work av won many matches like tht u fukn noob come bak when u know wt ya talking about

 #93 - 09-15-2005 at 18:22
martinheron
From: (newcastle)
Joined: September 9th, 2005
Posts: 12
Pimp! i am the pimp god ok lol!!

 #94 - eldar - 09-18-2005 at 05:47
rhcp91
From: (doncaster)
Joined: September 18th, 2005
Posts: 25
eldar rock Rock

 #95 - Eldar Strat - 09-22-2005 at 06:24
drafwarc
Joined: September 22nd, 2005
Posts: 2
I'm fairly new to the DOW universe but I found a strat that is a good starting defensive strategy against hard computers ( and I've found successful against multiples of them, especially the orc hero)
First build a WAYGATE and build 2 GUARDIAN, 1 BONESINGER, 1 GUARDIAN and 1 BONSINGER.
Send GUARDIANS to capture SP's and after first WAYGATE is complete, build an ASPECT PORTAL
Once a SP is captured that is in a good defensive position (preferably on a map with one entrance or entrances that are covered by allies) Build a LISTENING POST on the SP and a WAYGATE directly behind it.
Build 2 TURRETS either side of the SP and this will be a great help to defeating the rushing hero as painless as possible.
Building additional units amongst this strategy can be done but may slow the process down too much to get to the final result, Maybe the Hero unit would be the best choice in this situation and this strat can be used with all Factions with the respective buildings and Tech Tree but is (for obvious reasons) least effective with the orcs as their defence is not something to be proud of.
Once these things are done and you have a SOUL SHRINE, my personal beliefs show that the best offensive to start with are SHURIKEN and BRIGHTLANCE PLATFORMS, as they are effective against infantry and vehicles respectively and can take a fair bit of abuse ( you could also join them with the GUARDIAN's built earlier to help them last longer as they tend to go for the GUARDIANS before the PLATFORMS.
Please make any suggestions as how to improve this tactic against Hard Computers, possibly Harder and Insane if pulled off well or flaws to this defensive other than the fact you sit back for a little while before making any real movement.
Remember, to all noobs, that if you are playing with computers as allies, that they will likely for some reason, be considerably weaker than the Enemy Computer players.

Have Fun! smile

 #96 - 09-22-2005 at 16:44
rj5315
Joined: September 12th, 2005
Posts: 15
gaurdians just plain suck, only make 2 to take points, try this only if your in the back and not on frontline, make NO troops but the 2 gaurdians squads, and just make a bunch of FALCONS not prisms up grade the gun on them and go kill some infantry then while your killing the intantry u make warp spiders with hairwires 2 kill buildings, but to counter this make missles, then their screwed

 #97 - 09-26-2005 at 14:42
TheRamones
Joined: August 19th, 2005
Posts: 20
i say don't tell ppl ur secrets and i'm not saying mne smile
make ur own tactis its a rts u kno wtf that means its means that im mean and own alllDevil!Rock

 #98 - eldar melee strategy - 09-27-2005 at 19:54
Compeador
From:
Joined: August 13th, 2005
Posts: 2
For you eldar fans, I've played with them for a while now, tried the thirty grav plats thing, got tired of it. Tried the fast avatar w/ reapers thing, didn't work well enough. then I got a great idea... This works best with 3 v 3 when your two teammates are taking the brunt of the early attacks.


start however is appropriate to the map, don't reinforce your guardian squads.
asap build two banshee squads and far seer.
research cry of war (i think that's what it's called)

Here's where it gets tricky. If your teammates push, just throw everything you have at the enemy units, NOT buildings. If you have time, do the following:

Research all the tech you need for an Avatar, and build one. Begin ownage.
Build two warp spider squads, seer coucil, and the rest banshees.
Set two barracks on overwatch for producing banshee squads.
Set two vehicle plants on overwatch for producing wraithlords.
Upgrade all wraithlords with brightlance and extra health.
Be sure to hide your units in the webways as much as possible to keep away from the prying eyes of scouts.

At the end of this, you should have

a far seer which disrupts enemy formations,

banshes which demoralize enemies and stop their shooting,

seer council which owns everything and disrupts formations,

brightlance wraithlords which when massed together own any vehicle in a matter of seconds (even the pesky baneblade and land raider) and also own any building. When massed together, these wraithlords will destroy any building or armor in range of the brightlances instantly. It's fun to watch smile

Two warp spider squads for fire support / harrassment.

And an avatar, which keeps your units immune to morale damage.


CHARGE!



Great thing about this strategy is that every single melee unit has a finishing move. So about half the time your melee units are involved in finishing moves grabbing people, slicing defeated units, and any other kind of finishing move.
During any finishing move... that unit is invulnerable!! So the enemy is busy shooting at an invulnerable unit while your warp spiders are mowing them down. Eldar units reinforce really fast, even faster with an avatar. Most people will use a ranged army instead of melee army, so going into close combat eliminates the shooting advantage. Eldar is great at disrupting formations and tossing people around, so other melee units (while more powerful) can't win since they're not organized. Buildings stand zero chance against all those brightlance toting wraithlords. Armor is shredded easily. Your units are constantly reinforced at a fast rate bc of the avatar.

Just be quick to take out any artillery, don't get hit by an orbital strike, and chase down anything retreating to a better position with that run-fast ability.

I love hearing people yell "WTF?? Where'd all this ***** come from??"


HAVE FUN!

 #99 - BIFFYS PERIL - 09-29-2005 at 08:34
Green_Sabre
From: (newcastle)
Joined: September 29th, 2005
Posts: 60
If you good as eldar or not this plan will work.you have to be very fast at building.step 1 get all your builders to teliport into the orthers base.step 2 build a web way.step 3 send as many as you can thougth the web way.step 4 buld turrets all around there base and let the orther guy fall to your power iv never lost on biffys peril so i know what im doing.this should only take about 5 mins you can only do it once and at the start of the battle.Green_Sabre 5 stars baby yer.Pimp!Rock

 #100 - suck at ork NO MORE! - 09-30-2005 at 19:00
deep_unkown
From: (washington)
Joined: July 10th, 2005
Posts: 9
well im not sure if i should do this but i like to call it my famous nob rush i can have 3 full nob squads in 5-7 min GREAT for 1v1 here it goes.

have grots make 1 banner
make nother grot squad/slugga squad
(i will now use g#1 and g#2 for grot squad 1/2)
have g#2 make boyz hut
have g#1 make 3 more banners
g#1 and g#2 make all l.p's
have g#1 and g#2 make banners till you get 70 ork pop
make 3 nob squads from boyz hut
reinforce squads and watch and be amazed

there you go simple steps to rushing with ork
now GO GET THEM!!!

 #101 - 10-04-2005 at 16:22
tocool
From: (Hot Springs Arkansas)
Joined: September 23rd, 2005
Posts: 107
Pimp!Pimp!:mepimpstick out tongueimp

 #102 - for chaos fast attackers - 10-05-2005 at 08:53
kamalh
From: (ipoh)
Joined: August 30th, 2005
Posts: 2
well, i dunno guys. i just tried it like 15 times and it works for chaos. well, when u start, first take the chaos heretic and build a chaos temple.use the feed back button(where it eats the life of the heretic). after u pressed it, quickly build two more heretics and a cultist squad. watch for the heretic life as u don wan him dead. when the second heretic is out, of the feedback button and press the second heretic's feedback. continue tis until the third one and till its finish build. while the cultist is out, u could get the waypoints and stuff like tat. next is build a chaos marine squad and u r on ur way to the attack measure tat is fast and quick i think. i know there may be some flws in it, but hey! i aint perfect. final words...............sanity is for the weak!!!!!

 #103 - WHAT IS THE BETTER ARMY - 10-06-2005 at 18:58
Raving_Chaos
Joined: September 21st, 2005
Posts: 24
WHO IS BETTER STEEL LEGION ,Chaos,SM,Orks or eldar

 #104 - WHAT IS THE BETTER ARMY - 10-06-2005 at 19:00
Raving_Chaos
Joined: September 21st, 2005
Posts: 24
WHO IS BETTER STEEL LEGION ,Chaos,SM,Orks or eldar

 #105 - what i did once..... - 10-08-2005 at 16:24
hunkinatot10
From:
Joined: October 8th, 2005
Posts: 52
ok if ur playing maps where ur enemy is on the other side of the hill and u have to run all away arond, build 2 bone sginers and tec up to get warp spiders, wile ur tecing up, get the shroud ability. teleport the 2 bonesingers and the 2 squads of warpspiders u just build over the mountain. i suggest sending the spiders first. ok so u drop in and in a corner build a webway portal with the 2 singers. ocne done, quickly activate shroud. providing the enemy dident notice what u were doing Roll Eyes (sarcastic)Roll Eyes (sarcastic) u can send ss or fd into ur webway and teleport them into their base take them unaware smile well it worked once

(sorry for any spellgin mistakes i did this in under 30 secs)

 #106 - how to squash a full insane com waagh - 10-10-2005 at 13:14
googlemooglemaximus
From: (london)
Joined: October 10th, 2005
Posts: 136
if you get attacked on an insane mode level (especially on wa) by a fully fledged ork waagh. the only way i have found of beating them is to go heavy bolter/reaper launcher/grenade launcher crazy. i usually build my entire max pop limit on basic squads and give them the above weaponry (tanks also help). this may sound blatantly obvious but a surprising number of people try to kill the huge combat heavy ork horde with dreads and assault marines. WHICH IS DUMB!!!!!!!!!!!!!!!!!!!mad

 #107 - Wrong!!!!!! - 10-15-2005 at 20:24
tocool
From: (Hot Springs Arkansas)
Joined: September 23rd, 2005
Posts: 107
Big mistake man u would put drds out in front and put the assault dreds in bake then you would be able to hold them off but by some stupid way they strart beating your dredes have whirlewinds on standby and rain hell on them that is all u would have to stop them duhhhhhhhh so know the facts before u go start shooting off your mouth ow no am turning ahhhhhhhhhh!!!!!!!Resistance is Futile! all of your bases belong to uss muhahahahhahahahahahamuahahahhahhamuahahhahahaha

 #108 - WAAAAAAGGGGGHHHHHHH - 10-23-2005 at 08:59
KILLER13
From:
Joined: February 14th, 2005
Posts: 17
A bunch of Chavs outside number 7, West Fryerne, 10 o clock, Sunday Night.

'IZE DA BIGGEST, SO I GETZ DA CIGARETTE' Says Chav #1. 'BIGGEST? U?! HAHAHAHAHA' laughs Chav #2. 'YEAH ME! (bang)' Shouts Chav #1 as he shoots Chav #2 with his slugga. 'OI! Wats u Shootin Our BRUVA fer then BOSS?' Howls Chav #3. 'CUZ I WANTS DA CIGGY!' roars Chav#1 ' Im a head bigga than u anyways!' Continues Chav #1. 'NOT IF I BLOW IT OFF UR SHOULDERS! WAAAAAGGGGGHHHHHHH!' Chav#3 shoots Chav#1 though the head, and all the Chavs go insane, in a cigarette fueled frenzy, as they hack each other to pieces to fuel their addiction. 2 chavs remain, struggling with each other, over the lit cigarette. one manages to get out a flickknife, and stabs the other in the gut. The other, recoiled in pain, and slumped into a bush, to die. Suddenly, the Grot/Runt of the group,who had been waiting in the shadows, leaped up on the remaining Chav and stabbed him repeatedly in the neck, while screaming in triumph. Once the Chav was dead, the runt gleefully leaped over to the lit cigarette and put it between his lips. Nothing. Enraged, the runt looked at the cigarette. it had burnt out, during the fight. 'Awww' Sulked the runt/grot, and slunk off into the night.

Does any of this remind you of orkish behavior? i thought orks behaved like this, not CHAVS/ the dominant type of agressive teenager.

 #109 - Eldar, direct play - 10-25-2005 at 04:22
Kefffe
Joined: October 25th, 2005
Posts: 1
I started playing W40k about 4 weeks, got a golden edition copy DOW+DOWWA.wink I don’t know what I did but I failed to create an internet profile for online play, can anyone please tell me how I connect to direct play? (IP address?)
Thanks.
By the way, if anyone doesn’t know you can customize your controls if you look forward to learn the hotkeys! By modifying this file: rootWarhammer 40000ProfilesProfile1W40kKEYDEFAULTS.LUA. you simply open it with notepad, but make a buck up copy before any changes.smile

 #110 - strats - 10-26-2005 at 19:36
Dshizned
From: (Las Vegas,NV)
Joined: October 26th, 2005
Posts: 2
for my space marine defence i start by building 2 spuads and then i build a hero so they cant get by me with scouts and then i build more squads of marines. i equip the marines with 3 plasma and 2 rockets each squad and the turrets help only if they dont try to attack them cause if they attack them they will be gone in seconds.

 #111 - 10-27-2005 at 08:17
Maza
Joined: September 2nd, 2005
Posts: 11
Two Thumbs Up!Two Thumbs Down!Hmmm Donut! No more to say

 #112 - almost wrong, but not quite - 11-07-2005 at 13:47
BustedFan
From: (Sudbury, Ontario)
Joined: November 7th, 2005
Posts: 17
the guy who keeps saying that everything is wrong.... well your wrong ... not totally. But I agree with almost everything you said, except the part about the turrets, they do work, not the greatest if they are totally unsupported , and are all missles... but they do work in large numbers of machine guns, and turrets compiled in good balanced nimbers.
I do agree with you that many of these statagies are, unreliable, and extremely hard to execute, but, if you can manage them you have a very tough defence.... until you get another more balanced force against you... and a GOOD commander....
I also agree with the point that your opponent only has to send you to hell with an artillery barrage, or sniper shots. Then its Game-Over for you.
But keep on posting stratagies, just... realistic ones, and ones that you have tested against compuster, and human players of varying skill levels... none of this destroy noobs crap, I would rather let them become a developed player then discorage them and have one less person to play against, I want to have fun...!!Rock

 #113 - Dear Green Sabre - 11-07-2005 at 13:57
BustedFan
From: (Sudbury, Ontario)
Joined: November 7th, 2005
Posts: 17
I acknowledge your greatness on the Biffy's Peril level, but personally I don't find that a really fair way to play the gamePuke!, It is just not how the gameplay was designed, but that is a neat and original stratagy, but a real pro can win without somewat cheap tricks... But that would be a neat way to kill a player who challenged you to a match and that thought it would quick for him to win
big grin
Find some stratagies that are more battle oriented

 #114 - guests have good ideas - 11-07-2005 at 14:05
BustedFan
From: (Sudbury, Ontario)
Joined: November 7th, 2005
Posts: 17
never rely on a strat bc battle can change at any moment, artillery barrage, a dropped in dread, speeders suddenly flying in... w/e!
the point is that you need a large complement of strats and have to abiltiy to add them in when it's necessary... every strat has a weakness, such as if you fill the entrance to your base with turrets, if you have no money for troops and a second turret line, your finished if the enemy jumps/ drops in troops past the turrets!!
Skill matters!!

 #115 - Marine strat - 11-08-2005 at 17:09
warDuDe
From: (IL,Schamburg)
Joined: December 3rd, 2004
Posts: 3
Start with the usal stuff,2 servitors,2 scout squads(3 if you want to know what your enemys doing).Biuld the barrecks and start making 3 squads and the cammander(give the squads 2 of one weapon and then choose the next,but if your going up against orks give them all heavy bolters but still have a nice anti tank squad too).Upgrade everything in the armoury,upgrade to monestary.the usal.Make 2 sets of turrets the front uses the guns whilt the back has the missiles.

Do this to most of your sp's.

Now build 2 forces.One should have 2 dreads(one with assault cannion and get a hellfire too)2 pred's,1 with atleast the turret with lascannon and sponsons the other leave as is. have 2 squads.Force 2 will be the main strike force which will have the same as the above but add a raider,a termi squad(close combat to if you can)and 3 squads
force 1 is more as a sp destroyer,plus to enter from the back if possible to surround the base.Use the bonbardment only if you have a mass of soldiers that are cutting you down to fast or use it before you enter the baseRocksmile

 #116 - strats - 11-17-2005 at 14:00
Dshizned
From: (Las Vegas,NV)
Joined: October 26th, 2005
Posts: 2
that guy is right a battle can change at any molment

 #117 - i think im crazy - 12-04-2005 at 11:38
googlemooglemaximus
From: (london)
Joined: October 10th, 2005
Posts: 136
heavy bolters own orks, but now cos of enhanced ai and megaarmored nobs, you need more missiles. why dont relic allow tactical squads to have lascannons!!!!!!!!????????

 #118 - 12-04-2005 at 13:03
ben0331
From:
Joined: November 27th, 2005
Posts: 12
Beer! Beer!
and beer

 #119 - 12-04-2005 at 13:06
ben0331
From:
Joined: November 27th, 2005
Posts: 12
Hmmm Donut!
i like donuts

 #120 - 12-04-2005 at 13:08
ben0331
From:
Joined: November 27th, 2005
Posts: 12
and why does my second post appear above my first?
confused

 #121 - 12-04-2005 at 13:13
ben0331
From:
Joined: November 27th, 2005
Posts: 12
oh jesus! this is hurting my head! i gotta go before i get more confused and my head hurts more.....
*slumps on desk*
*moans*
*makes a last effort to type before passing out due to confusion invasion of brain which is currently attacking various brain cells and banging on inside of skull to cause headache and then travelling along nerves on motorbikes looking well hard and hacking the nerves to pieces as they go with axes whilst 50% of them stay behind in head attacking various brain cells and banging on inside of skull to cause headache thus causing a very large amount of pain white bllod cells are being forced back by them and soon they will get to the cells that keep yours truly conscious as a result of this action in the gulf sector of brain two-zero-alpha yours truly must quickly make a last effort to typr the remaining part of message bofore it is too late reaches out with arm lifts head and slowly begins to typ for the last time for many seconds perhaps 50 or sixty*
why, oh why, did my second appear above my first but my third appear below them both? i truly, truly hope this one appears below them all...
nice strategies biyu thew wasy gyus, some afv bith nmiioobniush

 #122 - Marine strat: drop assault!!! - 12-09-2005 at 15:30
col_gaughe_dk
From: (Copenhagen)
Joined: August 18th, 2005
Posts: 93
start building your base and get some marines, try to annoy the enemy by making hit and run strikes with assault squads and lure the enemy into your main battle line (marines, dreads, predators and wirlwinds). as soon as possible build a orbital relay and some termies, then attack the enemys army and get him away from his base, use scouts to find his base and send the Drop pods with terminators into the middle of his base!
"Death from the sky!" Devil!

of course this strategy depends upon getting the upper hand, by being the first to rush. last time i tried it was against a hard comp, and i won

 #123 - attack plans - 12-10-2005 at 04:57
werto212
Joined: December 7th, 2005
Posts: 3
when playing the space marines and attacking the enemy make sure to use assualt marines because if you cant get through their defences fly over them and attack from behind becuse turrets cant attack from behind and make sure to use a smaller amount of assualt marines otherwise youll draw attention to your self and the attack will be crippled. or if playing chaos use the infiltration skill to get atleast five chaos marines into their base and if they have turrets place your men half way between their defences (it works better if you use an even number of squads) trust me it only went wrong once out of 120 times i give it the

Two Thumbs Up!

 #124 - Tactics & Strategies ? - 12-21-2005 at 17:29
James1000
Joined: February 19th, 2005
Posts: 2
I really start to wonder if DOW is a game really of tactics or strategy. Is it really?
Does it really matter if you get plasma guns or lauchers very fast in the game?
Or is it just about massing units mainly. I have had some multiplayer experiences
where my opponet got to mass much more units than me. I was using tactics, strategy ect. And this dude comes running toward my army, but he has lots and lots of units. So I get cremated. At that ponit it don´t really matter is I have researched armour, or range.
I have also seen that in team multiplayer games. Usually the team that wins has massed more units, vehicules or both in less time than the other. Is the tactic or strategy then to mass units, vehicules faster than your opponent?
I have played other strategy games where a player could beat even 2 armies if
he used the proper strategy but massing units was not one of them. In DOW a player can usually not beat 2 players because they have more units than him.
Roll Eyes (sarcastic)

 #125 - Totally and Completely unbeatable - 12-28-2005 at 01:44
kushinagi
Joined: December 12th, 2005
Posts: 1
1) Collect Underpants
3) PROFIT!

 #126 - Just some SM notes 1 of 2 - 12-28-2005 at 07:13
JustLikeWatchingBrazil
From: (Gosport)
Joined: December 28th, 2005
Posts: 2
Any strategy should be regarded in its context.

Surely it'd be more helpful to suggest a part of a strategy with particular attention to the reasons for and against that manouvre or build order.

I think the best comments so far are with regards to the patience when reinforcing. I'm not sure how it stands after the update, but you can save a few resource by making two seperate squads rather than fully upgrading one. The advantages are a small saving in resource, double the potential number of heavy weapons for the number of men, and the ability to commit them to two entirely different tasks / targets. The disadvantage is they're easier to break and cost double the squad cap.

When to reinforce / not to reinforce?

At the outset of the game the squad cap is not an issue, so the decision should be based entirely on the significance of your squads being broken slightly easier. I find building a number (dependent on map and overall strategy - 2-4) scout units, and not reinforcing the ones which will be at the rear of your army. I reinforce the foremost unit (or units if 2 equally forward positions) in case they get jumped to buy time for support.

One thing to try - hmmm can't remember the technical name. Critical Locations? Anyway, The golden rings you can't cap. If you're the first person to get to one in a game where holding them wins, don't start taking it. Stand near it, preferably in cover, or if not on your side with it just in range (sniper at the ready). If you begin taking without support it you'll probably get jumped. If the enemy turns up and you've left a unit as described they will waste about 2 seconds deciding what to do. Chances are they gave the order to capture it from way back, and aren't looking. If so it'll give you a few seconds advantage. If your lucky your reinforcements might arrive during this period, and you could deal reasonable damage to a lone unit.

Which heavy weapons? If the game is caught up in an early rush ANY weapons are good, although if Marines vs Marines heavy bolters aren't going to be as effective as flamers. If vs orcs get some heavy bolter action going. If you are near a LP upgrade it & add 1-2 turrets. In this instance turrets are not weak. It forces the enemy to go to reletive length to take this position, which is only costing you 1 unit to defend. What you need to consider is whether this point itself is worthy of such a resource expenditure to defend against infantry.

Of course, as soon as their vehicles kick in it all changes, but by that time so have you if you're any good.

This whole "defence is useless" thing shouldn't necessarily be listened to. Defence of what? Sitting in your base doing nothing is useless, but is that really defence? Giving a listening post away SLOWLY is a form of defence. Forcing your enemy to put more effort into something that doesn't give them much recompense is a form of defence.

The biggest issue for me in strategy is getting the unit distribution & reinforcement level right in the first place. Can you hold your front line in the first rush? Sort this and it's Marines ftw. big grin Well, it's an important step, anyway. (Now this doesn't necessarily apply so much against Eldar who can just fly around on their broomsticks, but if in doubt, get some rope, tie them down and BURN THE WITCHES! *ahem) If you have gone for less units but already reinforced, you're more likely to have a good number of men still living if you win. If you went for the alternative, individual units without reinforcements are more liekly to be wiped out (I'm thinking scouts here, 2 men and the unit's gone), but if you do ok in the first battle, you've technically got more units in a forward position, admittedly of only 1-2 men each. If you have some requisition now lay in the reinforcements and counter rush them. I say rush. More a moderately fast meamble uncapturing any listening posts along the way.

I agree with whoever it was earlier - it's better to uncap ebemy posts than build your own as it's the same effect, but quicker. The more pressure they're under, the easier it is for you to develop your backline.

If you reach their base and have cleared the field they'll really struggle. Make your priority to kill any builder units, and damage the Chapel or whatever's generating commander units first.

Overall I'd say the points here work reasonably well against SM, CSM & Orks (remember heavy weapon choices). With Eldar you've gotta be careful about the layout, maybe have a couple of units patrolling to try and stop them sneaking gates past you.

 #127 - Just some SM notes 2 of 2 - 12-28-2005 at 07:14
JustLikeWatchingBrazil
From: (Gosport)
Joined: December 28th, 2005
Posts: 2
Other Choices:

Against Orks I tend to prefer a tactical squad with lots of bolters rather than Assault Marines.

Against IG I like Assault Marines as those grenades are a right pain in the bottom.

Against Eldar I try and engage them early to divert their attention from sneaky tactics. I'd love to hear some solid ideas for SM vs Eldar in favour of SM.

Against Chaos I tend to have a mass of scouts and a marines squad in a forward position straight away and just try and hold. It's difficult, but when it survives they're on the backfoot for the rest of the game. (Normal req etc only)

I've heard many praises of the anti-infantry ability of the speeder - equivalent of sheap cavalry, I guess. I've not tried it myself.

In the mid game get some probes doing their job. Don't be afraid to lose one or two points on a big battlefield if it's costing the enemy dearly and you have a team mate who can counter on your behalf.

In the end game bombard, deep strike, tank and chew your way to victory. In team games a diversion of one army is a great way to lure out enough units to allow a path to their HQ.

In my opinion, you're never wasting time sabotaging or destroying vehicle-producing buildings.

Hope this helps.

BTW I'm a Noob, so stop reading what I say and give me some abuse. The only way I can win is to unpatch the game and charge 4 Land Raiders in.

 #128 - dread /cultist rush/bunker hop - 12-30-2005 at 11:31
zsaz
Joined: December 22nd, 2005
Posts: 9
first for SM get all the way up the tech tree then send one dread into enemy base dont attack anythingjust run in then deep strike in assault termies (works great on frail eldar) same basic thing for chaos but with 3 cultist squads(just in case) and obliterators last is a starcraft strategy modified for Ig bulid three techpreist enginseers and some ig squads then "HOP" forward with hvy bolter turrets and infantry commands built on command posts works well against orks you can teansit between bunkers to immedeatly respond.

DO YOU HEAR THE VOICES TOO!!!!!!!!!!!!

 #129 - eldar firing postion - 12-30-2005 at 15:56
marnescalgar
Joined: December 29th, 2005
Posts: 3
Get your bone singers and telport them on top of a building, then have them build a warp gate. After they are done that it doesn't matter if they die but try to make sure they don't, build suport platforms and send dark reapers through the warp gate on to the roof. When the enemy gets there they will usally be killed or if its a large force {orks come to mind} weaken them quite a bit.

 #130 - note about eldar firing postions - 12-30-2005 at 15:58
marnescalgar
Joined: December 29th, 2005
Posts: 3
This tatic only works on some maps because many do not have roofs to build on.

 #131 - space marines base attacks - 12-30-2005 at 16:16
marnescalgar
Joined: December 29th, 2005
Posts: 3
if you need to despertly destroy a base because you are being swarmed by units get some scouts and use inflatation. Sneak them up on side of the map were thers less fighting then work your way to there base, once there deep strike some termanators and a dread or two. By the time they make it to there base to defended it it will most likely be destroyed.

 #132 - EVERYONE HAS THERE TACTICS BUT TO READ THEM ALL IS LIKE READING THE BIBLE - 01-06-2006 at 07:59
The2vs2KING
Joined: December 27th, 2005
Posts: 151
There can be any tactics that work in certain sercumstances but there is always a counter and thats why all u have to do is build defencivly (turrets,mines, what ever it takes) and thats not all it will take to stop an army u need to even out between building turrets and ur army by gettingfull to half cap ASAP of ur basic units then wait for machines as many as possible by this time theyll probably attack and get killed in the process then u send in ur current units and attack probably wont kill em but itll sure mess em up then u build ur defences while ur attacking (turrets, mines,etc) then u build up 2nd tier units and more vehicles and move up slowly and attack(if allies try to attack at the same time so they cant help one another)
So thats it this should work big grinbig grinbig grin....... i hope

 #133 - 01-16-2006 at 14:29
tempest
From: (Surrey, BC)
Joined: December 15th, 2002
Posts: 897
Haha not sure why this is still here, I wrote the second one around three days after I got the game, and that would be three days after the game was originally released. So... not so accurate!

 #134 - wow what a long thread - 01-26-2006 at 05:35
julesthetramp
From:
Joined: January 26th, 2006
Posts: 4
im the {bow}_tramp you may see me on dow sometimes i just like to say that you lot are sound for making a huge thread Two Thumbs Up!
noone learns a tramps secret strat though unless there a clan member
so unlucky
anyone out there a good player contact me we can have a few matches! Hmmm Donut!

{bow} rules and TRAMPS rule Rock

 #135 - Good old Eldar Strategies! - 01-30-2006 at 19:01
thekingzac
Joined: January 30th, 2006
Posts: 8
(Make sure your the first person, like you made the game and the starting positions were fixed.) Ok, well this tactic is for Dawn of War: Winter Assault, but I guess you could use it on Dawn of War. Well ok build 4 bonesingers, 2 gaurdian squads and build 2 aspect portals next to ur web way assembly and 2 web way gates on both sides of ur Web way assembly. Build ur soul shrine behind your aspect portals. Then right before you can build Support Portals jump a bonesinger on the far side of the crital location in front of you. Build like 4 support portals there. Realize this is like 5 mins into the game if your good at this tactic. Then do whatever you want with your base from then. I would suggest build multiply Web Way Assemblys. When you get prisms build all your prisms from the 4 support portals. I hope by this time you have web way spiders. After you get your 4 support portals jump your bonesinger into the back of their base and build a base there. Then jump it again and jack there slag deposit. If they already have it attack with everything you have. You should be able to finish that guy off. And note if this is Dawn of War Winter Assault your playing this should be like 15-17minutes into the game. Well see ya. And I hope you will use this Eldar players.

 #136 - Oh that tactic I just put up..... - 01-30-2006 at 19:09
thekingzac
Joined: January 30th, 2006
Posts: 8
For the tactic i just put up its best for Kasyr Lutien big grin sorry bout that!


LONG LIVE GREEN DAY! RockRock

 #137 - 02-02-2006 at 00:02
Claypool77
From: (adelaide)
Joined: February 2nd, 2006
Posts: 2
Everyone please stop sending posts like, OMG BEST STRATEGY ALWAYS WORKS. no strategy can ALWAYS work.. what happends if your enemy used the same one? or an even better one.. no one wants to hear how elite you are.


MikalAaargh!!!

 #138 - tacctic # 21 sucks and who ever created it was a n00b - 02-06-2006 at 16:08
thekingzac
Joined: January 30th, 2006
Posts: 8
YOU F****ING NOOB!!!! WTF IS YOUR PROBLEM?! OMFG MAN! WHY THE HELL WOULD YOU WANT TO GET THREE SCOUT SQUADS WHEN YOU CAN GET ONE AND SEND HIM ALL OVER THEIR BASES YOU DUMBS****!!! (btw, this is not the king zac but a friend who was momentaraly using his account now). WTF IS STILL WRONG WITH YOU?!?! ARE YOU F*****ING RETARDED!?!?!?! IN THE NAME OF THE F****ING EMPORER THEN PLEASE STOP F****ING PLAYING!!!
ALSO, LET ME F****ING PLAY YOU!!! IF YOU SEE SOMEONE NAMED WHITESCAR144 I WILL F****ING PWN YOU YOU DUMBS**** LIKE NOOB!!! YOU ARE TOTALLY LIKIN BOTH MY BALLS AND IF YOU THINK OF BETTER TACTICS THEN MAYBE I WILL PULL ONE OUT OF YOUR MOUTH!!!! OMFG I CAN GONE ON ALL DAY BUT I CAN'T BECAUSE I AM RUNNING OUT OF INSULTS YOU F***ING INSANE F****ING NOOB!!!Aaargh!!!Aaargh!!!Hmmm Donut!

 #139 - Uh..... - 02-06-2006 at 16:12
thekingzac
Joined: January 30th, 2006
Posts: 8
I apologize for my friend there....he might have gone a little bit to far -.-

Well he was right though, dude, WORK ON UR DAMN TACTICS i think i'm speaking for everybody who reads these, no, no i'm sparing anybody else from any other n00b tactics you got

right well, uh...jesus after my friend read that he ended up like this Resistance is Futile! he like literally tore his face apart, and infact he wants to insult him even more...oookay....and i wonder at night how i ever met this guy....confused

 #140 - chaos tactic on 1v1/2v2 gameson qs - 02-06-2006 at 18:26
Hivetyrant765
From:
Joined: December 22nd, 2005
Posts: 131
Just build up ur base untill u get khorne berserkers, rush the enemy with lord berserkers, build up base at the same time and get a sorcerer, research bloodthirster send sorcerer in to fight , posses him just before he dies(all the while continue rushing with khorne berserkers)

this tactic is tried and proven agaist NONNOOBS!!!!! Devil! smile Devil!

 #141 - chaos tactic on 1v1/2v2 gameson qs - 02-06-2006 at 18:28
Hivetyrant765
From:
Joined: December 22nd, 2005
Posts: 131
Just build up ur base untill u get khorne berserkers and tanks, rush the enemy with lord, berserkers, and tanks build up base at the same time and get a sorcerer, research bloodthirster, send sorcerer in to fight , posses him just before he dies(all the while continue rushing with khorne berserkers and tanks)

this tactic is tried and proven agaist NONNOOBS!!!!! smile Devil!

 #142 - ignore - 02-06-2006 at 18:29
Hivetyrant765
From:
Joined: December 22nd, 2005
Posts: 131
PLEASE IGNORE THE FIRST OF MY 2 POST!
I MADE A MISTAKE IN IT!

 #143 - i like the tau.... - 02-16-2006 at 19:23
tau_guy
Joined: February 16th, 2006
Posts: 11
i'm not as in tune with stratgies as much as SOME people here, but the 2 up at the page are pecies of crap. i have tried them a couple of times and they don't really work...
ROCKETS ARE MENT FOR TANKS (and other mechanical crap)
so the space marine thing dosen't work as good for me as it would for him... Hmmm Donut!

 #144 - 02-16-2006 at 19:25
tau_guy
Joined: February 16th, 2006
Posts: 11
Pimp! how many people have tau expansion? anyone?

my buildings are *****ed up... are they supoused to be like that?

YIPPI-KI-YAA *****S!Two Thumbs Up!

 #145 - MARINES RULE!! - 02-23-2006 at 15:23
UltraMarines_Company_8
From: (california)
Joined: February 23rd, 2006
Posts: 5
omg whoever thinks the eldar are better than sm are idiots marines are stronger more tatical and we have orbital strike and our tanks rule!! and we make the eldar drop like flies


MARINES RULE!!! HOO -RAHRock

 #146 - stratagie for karis lutien - 03-05-2006 at 17:43
tocool
From: (Hot Springs Arkansas)
Joined: September 23rd, 2005
Posts: 107
this works best when you are playing space marines first to block scouts from gettin in build 3 mine fields in the entrance that will stop the scouts then start building like crazy build tons of space marine sqads best doing by building 2 chapel barreks then u build a whole full slot of them once your done with that do upgrades and get some dred s its better to have your enemy to attack firsrt then launch a final assault and finish them do many times if neccecary

 #147 - 03-05-2006 at 17:46
tocool
From: (Hot Springs Arkansas)
Joined: September 23rd, 2005
Posts: 107
and to the comment "turrents are worthless" u know you prbaly think that because u put them in the wrong places they can be life savers so shut your mouth unless you have hard factmad

 #148 - 03-15-2006 at 12:54
julesthetramp
From:
Joined: January 26th, 2006
Posts: 4
WELL LISTEN UP PPL COS U IS GETTIN A BIT STRESSED
145 U R CORRECT SM DO BATTER ELDAR BUT ONLY WHEN THY HAVE TERMIES I AM AN ELDAR PLYER AND CANT BEAT FULLY CAPPED TERMS AND DRED AND SO ON.

BUT ELDAR DO BATTER IF U GET THE RUSH RIGHT AS I SAID B4 I DONT GIVE THIS OUT TO ANYONE SO DONT ASK

IF U WANT MY ADVICE MAKE A CRAP ACCOUNT TRY AND TEST A GD RUSH STRAT I HAVE FOUND IT IS VERY HARD TO B BEAT WITH A RUSH
GL HF AND DONT 4GET TO KILL ORKSRock

 #149 - 03-21-2006 at 20:02
GreatW0lf
From: (cali)
Joined: March 21st, 2006
Posts: 5
i seriously hate all these strats its not like u sit there while waiting for the game to load sayin ooooooooooooooooooya Rock im gonna build a servitor to kill a turky and then ill have a scout iinfiltrate eggs and then boom hhahaahahaha tough actin tenactin no u play for the moment sumthin happpens u adjust ur game and HOPE ur adjustment works. and if it doesnt then hey u lost o well sry have a good day try again l8r would u like fries with that just dont bother with strats


on second thought heres an awesome strat dont die (wow he has the best strat ever) ok thank u and have a good day g'night g'mornin and all that jazz now imm gonna go get me a coors Beer! Beer!

 #150 - whats going on? - 03-30-2006 at 12:28
TG_amrxxx
From: (Peterborough)
Joined: March 20th, 2006
Posts: 185
stats are unique to all individuals, some people do one thing others do another.
the best start there is is to find your own and not rely on other peoples.
its a game FFS if you die, tyry it again.
the world isn't going to blow up if you lose too many scouts/rangers/sluggas......etc
Aaargh!!!mad
have some indidviduality - PLEASETwo Thumbs Up!

 #151 - Does anyone play as Imperial Gaurd? - 04-21-2006 at 21:28
Rebelling
From: (Christina Lake B.C.)
Joined: April 21st, 2006
Posts: 1
Imperial Guards Anyone??

Sure they may be weak but I'm sure if you play them a bit they might present some strengths. For example: I build up mass armies as fast as I could and just got half aggressive. I charged forward and took the points in the middle of the map (any map will do but this i found on a smaller map). I then just sat there raising a load of power and req. As soon as i could i build 3 basalisks and bombarded their base. I didnt get attacked and i killed them. Easy. I maxed out the remaining artillery cap with sentinals. Sure they're pretty weak but they can take out vehicles quite fast and are relatively cheap. Other then that. I just did the basics.

Summary: Build an army and sit and defend. HAve Basaliks constantly shoot into their base and have sentinals for their vehicles. Worked for me but who knows....maybe i just got lucky.

 #152 - Help :eek: - 05-01-2006 at 20:29
DaemonhunterOrdo
From: (New South Wales)
Joined: April 30th, 2006
Posts: 37
I need help with a WA mission, it is the one where you have to keep the Titan Crew alive but the disadvantage of the mission is the mass of Chaos and Orks on the bottom of the map and you must get them to the psycic sheild before the enemy wipe you off the face of the earth then finish it withe the Eldar. Someon please post a cheat or a way to beat the mission Aaargh!!!

 #153 - imperil guard rock - 05-04-2006 at 15:06
ttly
Joined: May 3rd, 2006
Posts: 2
all u need to do is hve a lot of k squads and veicals and turets can't for get the turetts

 #154 - 05-06-2006 at 14:23
tocool
From: (Hot Springs Arkansas)
Joined: September 23rd, 2005
Posts: 107
i have a idea for number 152 get those 3 squads of gaurdin the tropp carrieres and put the rest of your builders in the other then send the genral to the base and take it start getting money. then those 2 troop carriers and escort the raider with them and once one is destroyed send the other to the base and rein force it.if the carrier with the gaurd in them is desteroyed keep the gaurd protecting the raider and have a teck priest fix the raider whi,e u doit and when it gets to the gate just follow the instructions.Two Thumbs Up!

 #155 - Basic Mistake - 05-07-2006 at 07:58
Blond1e
From: (Reading)
Joined: January 19th, 2006
Posts: 81
Dudes, some of you have some good ideas, however most of you are poor, extremely poor
Rule #1: You Defend, You Die
Rule #2: No matter what troops you make, guarantee that close combat is better than ranged. Assualt Marines over Normal Marines, Banshee's over the rest, The only exception is Raptors as these guys are so so bad with only 20 hand to hand damage, get CMarines with heavy bolters instead.
Rule #3: Strike out early. Capture the points near you, then send out two units for a far off relic or critical. On Kasyr Luiten your whole army should be taking the critical by the time all the points and the relic have been taken, if your quick enough.
Rule #4: Turrets are for Stand-Offs. Only build turrets as road blocks! Even a good Eldar Turret Spammer will have a extremely hard time stopping an enemy army with bad intentions. If your first attack fails, then build turrets when your new army is being built. I only ever build turrets in 25% of my games.
Remember, be quick and dont turtle!Beer! Beer!

 #156 - 05-07-2006 at 08:10
Blond1e
From: (Reading)
Joined: January 19th, 2006
Posts: 81
Sorry for double post, was a bit slack minded there
Troop Tips WARNING THIS IS FOR HIGH REQUISITION AND POWER GAMES
Eldar: Build like this. Bonesinger,Guardian,Bonesinger,Guardian,Bonesinger,Guardian,Warlock Upgrade...
Buildings: 3-4 aspect portals, one bonesinger on each to start off, then move them onto the other portals left to build, then a soul shrine, go for call of war, for good banshees. Then 2 bone singers on support portals and get the other two to build about 6 webway gates. Tech to *the research that preludes to total anhialation*and then total ahniallation. Then build more support portals and webways until the game ends.
Get banshee's and upgrade them, get wraithlords, then use them for quick determined suicide strikes against the enemys base, these guys do some hard damage to buildings. Then attack with lots of banshee's. Build avatar, get more banshee's and prisms.
END

 #157 - space marien tatics - 05-08-2006 at 14:21
ttly
Joined: May 3rd, 2006
Posts: 2
1: build chaple barricks

2: make 5 space marein squades

3:armory

4:michen cult

5: build a ton of space morein squads and max that out

6 build a ton of whirl wind and take a scout and infaltrate the enemy base

7: bomb them with the whirl winds

 #158 - dude check ur english grammar - 05-21-2006 at 14:24
lost_chapters
From: (Noord-Holland)
Joined: May 21st, 2006
Posts: 1
go learn english grammar.......
cant wait till dark crusade comes ^^

 #159 - wow this all sucks - 06-14-2006 at 22:00
piemanblake
Joined: January 20th, 2006
Posts: 282
since i didnt take time to read all that BS
here is a tactic i used to use on standard for chaos on WA(my current one is to powerfull to release)

build 2 cults but dont reinvorce, go cap points
build a nother heretic ahelp build barracks, then 1 generator so you can upgrade posts
upgrade strat points
sometime now u should have 2 csm squads and lord
now rush hell out of them,
if they fend you off just tech and resend troops
stay offencive

tips-
dont build turrets
maybe one to help fend off rushes but dont build 100s
if you have allies get one to take out there points with raptors,stormboyz or the like.
REALLY Fs them up
and dont quit games
wana play me or join the clan then im [PIE]BluBerry, look for meon WA

 #160 - 06-25-2006 at 18:53
gupacequato
Joined: June 25th, 2006
Posts: 1
Look, if you want to learn how to play with a certain race with decent skills,
create a skirmish game with insane computers and put one on your team.
Then, instead of playing the game, just watch the computer and take notes.

 #161 - IG STRATEGY PLZ - 07-12-2006 at 06:15
NACHOLIBRE
From: (Deer Park texas)
Joined: July 12th, 2006
Posts: 6
does any1 know a good ig strat after the 1.5 patch? i mean they just got the crap nerfed out of em plz help. also im FURIOUS at how weak ig are anyways they just plain suck now Aaargh!!! Cry

 #162 - IG STRATEGY PLZ - 07-12-2006 at 06:16
NACHOLIBRE
From: (Deer Park texas)
Joined: July 12th, 2006
Posts: 6
does any1 know a good ig strat after the 1.5 patch? i mean they just got the crap nerfed out of em plz help. also im FURIOUS at how weak ig are anyways they just plain suck now Aaargh!!! Cry

 #163 - OOPS! - 07-12-2006 at 06:16
NACHOLIBRE
From: (Deer Park texas)
Joined: July 12th, 2006
Posts: 6
sorry bout the ...TRIPLE post my comp froze and i freaked eek!

 #164 - Chaos Space Marines - general tactics - 07-31-2006 at 20:44
pred1dave
From:
Joined: July 31st, 2006
Posts: 2
Hi all,

Here are some tactics for Chaos Space Marines, to use at the start of a multiplayer game:
Note: this is for normal Dawn of War Patch 1.41, _NOT_ for Winter Assault. These are general tactics, and they should be adjusted to your personal playing style.

(By the Way IMO they stuffed up Chaos in Winter Assault, by not allowing the Chaos Space Marines to have more than 2 Heavy Weapons per squad, and only able to build Heavy Bolters, and no Missile Launchers. I hope they fix that in Dark Crusade, or a later patch for Winter Assault.)

1) Order Heretic to build Barracks
2) Train 2 Cultist Squads and a 2nd Heretic
3) Set all buildings to "Stand Ground stance" (the Blue stance)
4) When Cultists are ready set them to "Ranged mode" (not assault mode)
5) Order Cultist Squads to capture Strategic points
6) Order the 2nd Heretic to make a Power Generator straight away
7) When Barracks is ready, build Chaos Lord straight away
8) Order the 2 Heretics to make listening Posts on the captured Strategic Points
9) Build a 3rd Cultist Squad, and set to "Ranged stance".
10) Upgrade one of the Listening Posts to a "Fortified Position", preferebly a listening post which is near the main entrance to your base, so it can provide a bit of defense.
11) Build 2 Chaos Marine Squads
12) Increase the Number of Men in each of the squads (Cultists and Chaos Space Marines)
13) Build an Armoury
14) Upgrade Chaos Space Marine Squads with Heavy Bolters, and also upgrade Cultists with Grenade Launchers
15) Research "Carry extra Heavy Weapons" for Chaos Space Marines
16) Buy some extra Heavy Bolters for the Chaos Marine Squads
17) Increase the squad cap to 15
18) Build some more Chaos Marines squads with say 3 Heavy Bolters in them.
19) Upgrade HQ building to next tech level
20) Purchase as many Missile Launchers as possible for your Chaos Marine Squads
21) Increase the squad cap to 20
22) Build some more Chaos Marines squads with missile Launchers in them.
23) Also build some more Cultist squads with grenade Launchers in them
24) Build Sacrifical Circle
25) Research Commander HP upgrade
26) Train Chaos Sorcerer
27) Build Machine Pit
28) Build some Defilers

Note: you may need to change the order slightly, and you may need to build a 2nd or 3rd Power Generator at some point. Also you will need to gradually upgrade your listening posts to Fortified Positions, and keep capturing more Strategic points etc.

Some General points:

- I generally recommend putting all troops into "Stand Ground stance" (the Blue stance), so they dont move unless you tell them to.
- I generally recommend putting all troops into "Ranged Mode", not "Assault Mode", unless they are a hero or are specifically suited for hand to hand combat, e.g. Chaos Raptors.

Good Luck with playing Chaos in DOW smile

 #165 - Some more Chaos Marine tactics - 07-31-2006 at 21:11
pred1dave
From:
Joined: July 31st, 2006
Posts: 2
Hi all,

I just want to add some more points about Chaos Marines, and also agree with some other people's comments.

1) You definitely need to be aggressive. It is better to have your troops away from your base, and out harrassing your opponnent / getting strategic points / getting critical points. You can always order your troops to come back to your base and fend off any enemies if necessary.

2) Dont build turrets until you are about to commit to attacking an enemy's base with your entire army. Use them to "slow down" the enemy from reaching your HQ building (assuming "Destroy HQ" victory condition is on).

3) Remember that Chaos Space marines as well as Cultists can Cloak themselves. This is useful for sneaking some Chaos marine squads with Missile Launchers into an emeny base to destroy their HQ.

NOTE: remember dont over-use this strategy, as _ANY_ hero Character, including minor heroes such as Apothecary, Mad Doc, etc can see cloaked units.

4) Be aware that as a Chaos Marine player, you only have 2 Heroes, and _NO_ minor heroes (e.g. Apothecary, Mad Doc, etc) therefore you dont have many ways of detecting Cloaked units.

For this reason, it can sometimes be useful to leave your Chaos Sorcerer around your base, so he can detect any incoming Cloaked units.

5) Building Landmines can sometimes be useful, as they will reveal Cloaked units who walk over them, and also they can be good for defending Critical Locations (which cant have listening posts built on them).

 #166 - Marines tactics - 08-02-2006 at 10:22
BazzerPoons
From:
Joined: August 2nd, 2006
Posts: 2
This tactic is only good if you have allies protectiong you for the first 10-15mins.QS ONLY

1)Tell Servitor to build 2 chapel barracks'
2)Build 2 scouts goups and 2 servitors
3)When scouts arrive capture near by strat points(relic helpful)
4)Tell 1 Servitor to build Armory, tell other to build 6 generators
5)Build on all strat points and upgrade when possible
6)Upgrade base(and anything else you want to upgrade)
7)Make force Commander and sweeep area for cloaked units
8)Build Turrets etc.. whilst waiting for base to upgrade
9)Build Machine Cult and a Sacred Artifact
10)Then upgrade base again
11)Then upgrade troops limit and viechle limit (if not already done so)
12) Build a orbital relay
13) Build termies and dreads send dreads to relay as they are built
14)Happy Hunting smile

If anyone has any suggestions to improve this strategy then please inform me stick out tongue

 #167 - What should you play? - 08-02-2006 at 14:42
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
This is the basic you people SHOULD know from the beginning.

1) Are you a defensive player. Play IG. Nothing else They are the heviest defensive army you can have. Build only Ogryns when they whipe out your khaskins in close Combats.

2) SpaceMarines are the army who can do the most thing in the game. Go into hard offensive till the hard defensive. So you can match the game with other player how THEY play.

3) Chaos is one of the most offencive ive could find in this game.
I havnt played they so often so I let other people deside how to play them

4) Orks. Have no Idea how they gona survive this war.
Im sure they are good at something but ive havnt found the right tactics with them yet. However. They can be very trickey inm sure ^^

5) Eldar has a good offensive and good supriseattacks but the problem is that they are to slov to get the real good units with uppgrades in the game. So thats their weakness.

So how cool a army are you think it is, you sholud play that army who are matched to your type of a game. For a axample. I like to play Defensive. So I play IG.
But of course. We are all playing becaouse its for fun ^^

 #168 - 08-02-2006 at 14:46
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
Oh. I forgot one tiney little thing that I should say before.
Torrentguns and other shooting buildings are *****!!!!

 #169 - 08-02-2006 at 15:17
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
I saw that NACHOLIBRE wanted a IG tactic so i give it a try ^^

The thing is that i have a good Eldar player by my side and do the offensive after ive got my first army =P

Hovever. This is how i play it.....

1) First build a worker, army and a worker again.
When you have build theese you cant build any more workers.

2) Take your first worker to build a infanterybase and do the same on the other two you just builded.

3) When your first worker is done. Let him build a Techbase there you uppgrade your units. Go to your first infantiry base and right clikc on the standard troops so they will automaticly build. Do the same thing when the other two worker are done with their infantirybases. Dont forget to reinforce ALL your units.
Build two rocketslauncher in every units you have

4) When you have done step three U should uppgrade your HQ to Tech 2.
At this time your army is full. (20/20)

5) When tech 2 is redy on your HQ you can uppgrade to plasma.
Do that. Build three veticlebase. And spit out 3 Basilisk and walktanks (dont remeber what their name was)

6) Uppgrade to tech 3 on your HQ and.
In this time you alredy have attacked your enemies.
When Tech 3 is redy you should uppgrade to lemon russtanks and khaskins.
After that uppgrade them max and build two plasma and two rockets in every unit you got.

7) Now you should have all the uppgrades and units.
So it should look like this in the end and this is a very good defensive.

Ctrl+1
6 - Units Khaskins.
1 - Comander.
Ctrl+2
1 - BaneBlade.
6 - Leamon RussTanks.
Ctrl+3
1 - Baselisk.
Ctrl+4
1 - Assasin.
Ctrl+5
3 - Preast.
3 - Sargeant.
3 - Pshycics

I use my tanks and kashkins as an ofensive.
Baselisk as a suport.
Assasin becauses its fun. Not nessesary to build
Preast, Sargeant and pshycis as a defensiv in your base.
You never know when the enemy will dropp by for a cup of coffe wink

And remeber. This is how i play it WITH my friend who play Eldar.
So i dont know if this is a good tactics but i will keep this until i got my first lost.
And that hasnt happend yet, and ive up to 31 wins streaks since i started to play ;D

 #170 - 08-07-2006 at 20:57
Shadw
From: (Tijuana)
Joined: July 20th, 2006
Posts: 12
MAN!!!!NOW THATS CR**P FIRST IG DOESNT HAVE ROCKET LAUNCHERS (ALTOUGH IT WOULD BE NICE) TWO.- THEIR NAME IS SENTINELS NOT WALKTANKS.

 #171 - 08-08-2006 at 13:07
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
So what if i dont know the names on the *****things?
And one more thing....
I know what I should build and give a dam crap about the names in the game.

If you have read all I says abowe like.....

"And remeber. This is how i play it WITH my friend who play Eldar.
So i dont know if this is a good tactics but i will keep this until i got my first lost."

Instead to be a *****hole...
So try to read it ALL before you open your mouth.
Pleeeeaaaaassssseeee ^^

 #172 - 08-08-2006 at 16:39
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
and...
(dont remeber what their name was)

and even that the things like the grenade launchers and rocket launcher is so small that people still know what i mean.
So get a real life kid!

 #173 - Raptor Rush - 08-09-2006 at 08:07
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
here's a chaos stratergy i sometimes use in 1vs1 games
it works a large amount of the time but i need to work out some flaws

for 1vs1 with standard resources...basically a game as it should be

with the heretic you get in the start start working on the barracks(of course) with forced labor, in your HQ you make another heretic to also work on it and 2 cultist squads

turn off forced labor for the heretic when his health is almost goes red..the other hertic should also have his forced labor until the building is done

the 1st cultist squad that comes out should be sent to the ENEMYS strategic point outside his base....that far one from the mountains and start goin for that. Reinforce them once so they have 5 guys in the squad. the second cultist gets points in your own base. in the barracks you make two raptor squads that are sent to the enemys that one point outside his base
remember that it is easy to forget to continue to reinforce points in your own base if your stuck fighting!!
so....
...
DO NOT GET CAUGHT UP IN FIGHTING HIS MEN
just bother him and knock down points until both squads of raptors are maxed out
then you go for the kill

the raptors however have a small amount of morale, so fly away if it drops or else they are easy pickings

if you manage to capture the point outside he enemys base, cap it off.
You're on your own if the game takes longer than 12 min.

and if you have both raptor squads maxed out, they can easily take out the chaos lord/force commander/ whatever....if they arent upgraded

only problems with this is if the enemy makes a bunch of turrets/ garrisons within buildings with IG and whatnot
try to fix up flaws on your on, this a stratergy in the making

 #174 - 08-09-2006 at 08:12
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
i also forgot, the raptor rush is for the meeting of the minds map!

 #175 - ORK Tech advance - 08-14-2006 at 01:26
Ultimate_ORK
From: (Surrey)
Joined: August 14th, 2006
Posts: 3
Hello,
I can get to vehicles as quickly as the best of them but find it hard to tech as fast from that. Usually play QS games. Any tips on quick tech for ORKS.

Want to get to the Elephant ASAP.

 #176 - 08-14-2006 at 19:29
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
not called an elephant, its a squiggoth
not to be mean or anything, just sayin

 #177 - The Elephant - 08-15-2006 at 00:31
Ultimate_ORK
From: (Surrey)
Joined: August 14th, 2006
Posts: 3
Better refered to as the Elephant as then all know what I am on about.

That doesn't help with me churning out an Elephant any way. Any helpful tips?

 #178 - Squigoth, have no tactic - 08-16-2006 at 05:07
inexeno73
From: (Brisbane)
Joined: August 15th, 2006
Posts: 1
yer they dont really have a tactic so umm, its best to just use it as cannon fodder untill u get some mele in there. Pimp!

 #179 - 08-16-2006 at 07:43
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
well, a quick tech for orks in QS games...i think is to build a ton of waagh baners till you get a full waagh going.. where all the letters are red near the ork pop count

you should be able to build just about anything from there

i dont play orks much since i cant find a real stratergy with them in std games
so idunno if thats helpful or not

 #180 - 08-17-2006 at 07:14
tau_guy
Joined: February 16th, 2006
Posts: 11
Orks can't do s**t but WAAAAGGGHHHHH, wich i suck at.
Im more of a turtle (Imperial Guard) player.

Resistance is Futile!Imperial vs. TauResistance is Futile!

 #181 - Orks goes BOOM!!! - 08-21-2006 at 16:11
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
I saw a interesting strategy when I played SM against Orks in Kasyr Lutein.
My opponent who played orks got a million of TankBustaz
(correct me if ive got wrong name on them)
And that WAS very effective because my standard
SM was not earthbound a second under that war =/

So that mabye vould be something to think about ^^

 #182 - eldar turrets - 08-23-2006 at 04:50
freddo_man
Joined: June 15th, 2006
Posts: 1
here is a very good tip if you are playing against eldar, if they have upgraded their turrets your tanks will be desroyed quickly even baneblade but the are terrible against infantery and also the can hurt each other, so what you do is get your raptor/assaultmarine squad and jump into the middle of them them they pounf you with these slow missile things but they hardly hurt you but beat up their own turrets.

 #183 - Chaos strat - 08-24-2006 at 02:01
thismanisgood
From: (Modesto CA)
Joined: October 1st, 2005
Posts: 41
this is my personnal strat
1st build 3 cultis squads and go capture some points then while they get points build a chaos temple
2nd when a cultis squad is done capturing a point and do it 2 every point soon as possible and so on
3rd upgrade ur points then at the same time build 4 sm squads then make an armoury then upgrade ur HQ
4th then make a sacrificial circle then after get the upgrade that can me ur cultis and csm squads stealth then go see what ur enemys up 2 then make a machine cult
5th then upgrade ur HQ again after ur HQ is upgrade make hella possed marines squads and upgrade them then reserch the chaos projectiles after that make make alot of chaos tanks then go and have fun and kill ur enemy this strat works best on the map kasyr lutein





and p.s if ur army gets kill start on number 4 and tell me if there r any holes in my strat pp.s Long live the NecronsPimp!

 #184 - 08-25-2006 at 21:02
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
is the above stratergy for QS games or not? sounds like you wont have enough req to follow through with it. Unless if its for overly long games which rarely happen in 1vs1

 #185 - Revised Raptor Rush - 08-26-2006 at 09:08
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
ok, i've been tweaking some things about my above chaos stratergy and here goes, it's not as aggresive as before but it did the trick for me against SM and eldar, i havent used it on chaos or orks but i dont think its gonna work on orks...
again, for 'Meeting of the Minds'

1. Use starting Heretic to start making a barracks while on forced labor.
2. Make another Heretic and 2 Cultist squads.
3. Use 2nd Heretic to help build barracks, also on forced labor, and turn off 1st Heretics FL when his health is near red
4. The 2 Cultist squads will BOTH be taking points, perferrably the closest ones first.
5. After barracks is done make ONE raptor squad, and thats all, position Heretics near point that is closest to being captured so thier ready to cap it off
6. Send Raptor Squad down to enemy point that is outside his base, the really far one and reinforce them as they go down.
7. you should probably have little req. left right now, about 40-45 depending how fast you went, save up for a listening post and add that on
8. By the time the Raptors reach enemy base they should almost be filled up or have all 10 members, if there is no enemy at the point, TAKE IT....if there are some weak forward scout type guys attack them....if enemy commander comes in, kill little guys 1st, knock down the point and fly away.
9. if you did take it go to the other point that is in heavy cover and see if you can knock it down, remember, the more points you knock down, the more the enemy has to struggle, but dont let too many raptors die since they kinda cost more than they are worth.
10. after you get enough req. make another raptor squad and fill them out, if you've been capturing your points w/ the cultists you should be drowning in req. send them out o take as many crit. points as they can
11. use your heretics to add onto the point at enemy base so you'll have a place to fall back to if going gets tough, add two turrets behind the point if its upgraded

after that you an kinda go where you want w/ it
this revised stratergy was made so it can last longer compared to my older one
since i was able to make it to tech tier 2 w/ the berserkers and whatnot

and remember, if you DO decide to make chaos space marines, they own tactical marines in melee!!! helpful tip there!

 #186 - Can't See Me!! - 08-27-2006 at 01:28
AtrosMortis
From: (Northants)
Joined: August 27th, 2006
Posts: 1
Right you want to get scouts hidden in someones base but there is a commander at the door of it ...easy!
Ok get your scouts invisable by getting the add on for HQ or Armory then get a rhino transporter or anthing that transports make the scouts invisable and put them into the transporter eg. rhino, choas rhino ect.
Run the transporter into the bae running it passed the commander and when the transporter get killed by whatever..the scouts are out the transporter and in there base hidden!
Falws= If you dont get it passed the commander then the scouts will be found and it did not work lol!
Try it see how it gets on !!

 #187 - 08-27-2006 at 13:14
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
intersting...i might try it...may give some use to those dusty rhinos that no one uses

 #188 - orks are better with leaders and killa kans - 08-30-2006 at 16:08
Modestyiswimpy
Joined: September 23rd, 2005
Posts: 146
with qs u should always have 2 gretchins building there own wagh banners until u have full wagh. use first gretchin though for barrackses and power. don't forgeet killas and leaders.

 #189 - 08-31-2006 at 04:47
black_hwk99
From:
Joined: April 8th, 2006
Posts: 28
use a unit with infiltrate to locate the mojoraty of the enemy base and use blind artillary e.g basilisks or vindicaters to fire at it for a while. works well with imperial gaurd but you must back up your artillary with a few troops.

 #190 - 08-31-2006 at 07:12
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
just so the simple minded dont get onfused, #189 didnt mean vindicators, he meant whirlwinds big grin

 #191 - orks from start to finish... - 09-04-2006 at 20:41
Modestyiswimpy
Joined: September 23rd, 2005
Posts: 146
big grin to start off use your first grot to build a barracks. wile this is happening build in your stronghold a grot the slugga, grot, slugga, grot and infiltration. tell your second and third grot to build waaaagghh! banners until u have 100% cap and 20% cap. when your first grot completes barrcks build big mek and tell the grot to build another barracks (don't forget to increase grots capasity). with your first slugga add 5 more units to your squad and capture nearest 3 points and with the second slugga capture far away points like relics and critical points. with your 4th grot build a gunns pile. when 1st grot is done second barracks build 2stormboyz from one barracks and 2shootas from the other and tell your first grot to build 3 powa plants. when pile-o-gunz is done build a mek shop and hevy armor nobz from your stronghold and some nobz and tank bustas from barrackses (doesn't matter which). if your 2nd and 3rd grots are done building waggh banners tell one to build listennin points(it seams kinda late for them but u should still have alot of req) and the other grot to build another stronghold by a critical location. when first grot is done with power tell him to build another mek shop and your done with the grots. with your first mek shop build non stop killas and then get upgrade for stronghold. with second mek shop build lots of trakks or trucks but don't put any infantry in the truck because there more use outside. if u havent done this already upgrade your squads with leaders then men then upgrade weapons (remember orks need leaders to conquer). if uve been attacked just build tank bustaz and nobz. when 2nd stronghold is done build a baracks and mek shop around it. if your stronghold upgraded build warboss and 4 of medics or whatever there called and attack once u get 3 killas kans out. ( dont build looted lemans, they may crush infanetry but it hits your men too when there neer an enemy and orks are good at close combat so its a bad choice.

good luck hope it works it works 87% of the time for me (ps don't play big maps or maps with enclosed bases like kasyer but my best map is burial.

...i have too much time on my hands to be able to wright this...

 #192 - ORKS QS games - 09-08-2006 at 00:55
Ultimate_ORK
From: (Surrey)
Joined: August 14th, 2006
Posts: 3
Alot of people build Genz early for Orks on QS, this is not necessary as they do not draw alot of power until you start to amass banners. If playing Kasyer with only 2x slag's it is best for an ork player to give the bigga gen spot to a team mate (who is not playing orks) we can then build 3x smaller genz later on.

& remember since 1.51 upgrade mines are 100% more effective great for Gretchin to lay outide enemy bases or main routes in abundance (probably only get time later on in a game though as your gretchin should be very busy early on.
Rock

 #193 - Eldar Army Tactics - 09-10-2006 at 08:51
collusus
Joined: August 5th, 2006
Posts: 77
I've been playing with the eldar alot latly and have found some good strategies to work with them....
First your offense and defense must be counstructed quickley.Even though eldar defenses will fall they will at least hold the enemy back.The offense should consist of: Reapers(if ur facing orkies use spiders) bright lances(u can use prisms to disrupt enemy movment).
Defensive!!!!!
This defense usually works for me but it does have flaws.
capture the strategic point right infont of ur base and cap it then build turrets in patterns do not build them even with each other! this is important so that each one has a different range to it. and also make sure NOT to build many D cannons as for if the enemy does close combat they will destroy your defense.
Offensive!!!
on this one im still arguing over wich one is better (comments are welcome).
at the begining build 2 builders a guardian squad and another builder (this gives u 4 for non math people) use the builder to sart building 2 portals in front of your assembly and then bout3 rows of 4 gates behind that.u need to get commander out first to spot out scout and put her in the mist of your defense.start making reaper sqauds and mabey a seer council(dosent matter just puts another spotter out there)if u dont use council pop cap with reapers.use your guardians to capture points and scout out then enamy until there dead then build reaper to replace.
The here come the machines.
This part is arguable. u can either pop cap with lances,prisms, and wraithlords....any thing else gets destoryed to easy and/or dosent do a signifigant amount of damage.
IF U USE THE BRIGHT LANCE keep them with your reapers and u can crush an army easly because of the range.
IF U USE PIRSMS send them out to the ememy base ( u might want to get out avatar to build more prisms) make sure u have prisms on standby in case on of em gets destroyed.use the prisms to disruped enemy movement and destory their defense(if any)then bring your reapers in to kill off any infantry in the way
IF U USE WRAITHLORDS send them out with reapers to kill all opposition the lords getting the close combat the reapers suppoting them
IN ALL OF THIS LEAVE YOUR COMMANDER AT YOUR BASE SO U CANT GET DEEPSTRIKED AND THE OWNED
i hope these work for u they have for me and even if i couldnt crush their armies i have put up some long defensive fights before.
again questions,comments,*****-about...whatervers are welcome just send me a one in email of whatever other wise i might just ignore u. manofsteel75@comcast.net GO POTEET PIRATE BAND!!

 #194 - Best Defence Is Good Offence - 09-15-2006 at 07:07
ChrisCa1n
From: (the boro)
Joined: September 14th, 2006
Posts: 3
Spamming Lots Of Turrets for Defence ???? One Word "NOOB" one or two early on in the game are good if of course you are being runshed and you have been caught tech, but even if you do get rushed and you done nothing but tech you should have mech by about 4 mins anyway (on standard) which is not enough time to knack all your buildings capable of unit production ... bang out falcon/landspeeder or whatever to fend off infantry (kill comamnder first) as he is the only one who can effectivly take out mech... then follow by wraith to kick a few buildings in.
if you manage to succesfully kill those rushing SOBs their base is ripe for the picking ATTACK STRAIGHT AWAY which is common sense and you win unless.... he has NON NOOB team mates who will help him instead of keeping a perfectly good army in their base just in case they get attacked (god damn noobs)
I forget what i'm on about strats have different results for diffrent people depending on your play style Pimp!

 #195 - Sneeky Scouts (Kasyr) - 09-15-2006 at 08:13
ChrisCa1n
From: (the boro)
Joined: September 14th, 2006
Posts: 3
Here is a effective tactic for getting scouts into a enemy base on kasyr that i used to use when i was a SM player...
note....... this tactic is only effective if enemy has commander on bridge
Make 2 scout squads (or use ones have finished capt points)
infl both send near to front of enemy base
run one set in so commander chases them, run them deep into base making sure commander follows, when coast is clear send others opposite way and hide them DO NOT put them in bottom corner find somwhere safer as good players will patrol medics up and down the back of bases
Simple but effective.

 #196 - 09-24-2006 at 16:22
Theone_ian_
Joined: September 24th, 2006
Posts: 1
......bumpRock

 #197 - mods - 09-29-2006 at 23:09
collusus
Joined: August 5th, 2006
Posts: 77
yo ive heard that you can play a game online with a mod on while others in the game dont have the mod or dont have it on
my questions is
Can it be done? if yes how. if no just dont say anything else

thx for whoever replies.

 #198 - 10-20-2006 at 20:00
Little_Little_Spider
From: (Auckland)
Joined: July 7th, 2006
Posts: 106
Hey, I was wondering, when the enemy is playing Eldar, and they have loads and loads of grav platforms with shuriken cannons and brightlances, then how do you destroy all of them effectively? As far as I'm concerned the only way to deal with them is to bypass them with scouts, and orbitally bombard the base.

 #199 - #198 answer - 10-26-2006 at 17:27
collusus
Joined: August 5th, 2006
Posts: 77
this is for # 198
This is a difficult army to get bast but can be done
First it truley depends on the army you are
If Chaos: personally i would go with possesed and delfifers-reason why is that possed are good at drawing them off and the delfifers have their cannon on them which is good but always put a predator or two with lasers and guns on em
If Space Marines: use the plasma and bolters for em in mass #'s for a machine i really have no suggegions maybe a land raider would be good
If Eldar:Just use all brightlances and reapers-reapers kick total *** on brightlances and grav platforms the brightlances kill the rest easliy
If ork: well i have no suggestions, no offense but hopefully your not stupid enough to use em since they get killed easily to eldar.But.. if i had to say...use shoota boyz and taks of Squig
Hopefully this helps a little bit if not build off of this and like me smile you might be able to hold off considerably large armies for long periods of time its mainly how u use your turrain and the things and strategies u use
Sry im so long to tell ya things im too complicated

 #200 - Chaos Army Tactics - 11-14-2006 at 15:07
collusus
Joined: August 5th, 2006
Posts: 77
Well even though not many people look at these tactics i shall put one in
Now despite what many say about sharing tactics i still like to share different strategies..so
With the chaos army i am nearly undefeated (not to brag) so these strats may or may not help depends on your own abilities.
well first you need to make all the heretics that your able to (limit) and start making the barracks, while having two cultist squads capture the points around your base.
Once the barracks is finished build your commander start to make a 'few' turrets to kill off any infiltrators, your armory and sacrificial circles (you'll need over 4)
make your upgrades cap your points and then make the secondary commander (i really cant spell the name) and put him at the front of the base with your primary all the while poping your cap with possessed marines (you will probably also be able to have one marine sqaud once you ,or the enemy, has killed off your cultist. you also need tanks and one delfifer to have support cap popped.
And presto your ready to give a proper chaos a** kicking
hopefully this will give you some guid along for your future owning.
I do apologize for any spelling errors and inncorrect grammar usage.
and of course the usage of space in this you can contact me at manofsteel@comcast.net for questions,comments of whatever othwise take it to the man smile

 #201 - check out my awsome strategy - 11-26-2006 at 20:03
Modestyiswimpy
Joined: September 23rd, 2005
Posts: 146
my awsome strategy is kill stuff Rock Rock Rock

 #202 - oh another great strat: - 11-26-2006 at 20:04
Modestyiswimpy
Joined: September 23rd, 2005
Posts: 146
be da' orks eek! big grin

 #203 - Super Startagey for imperial guard and space marines - 12-10-2006 at 01:03
LordEnus2
Joined: December 3rd, 2006
Posts: 3
To win a battle as ig u need to work with your teamates. If you dont youre weak guardsmen will be massacared. okay heres the plan

(Works best on seperated maps like Kasyr Lutyen)
IG
1.Build 2 more techpreists
2. have 1 build inf. com. Others build 2 plasma gen
3. when done build the tactica and train 2 guardsmen squads max out once built keep ugrading units
upgrade with gernades as soon as possible. while duing this have them caspture s.ps
4. The other tech preists should now build 2 bolter turrets at the front of your base.
5. Upgrade to battle command
6. preists now build another 2 turrets. up grade 2 missles
7. youre third preist should build a mech. command
8. when done wit turrets build 2 bunkers garrison 1 squad of guardsmen in each
9. upgrade mech for basalisks and upgrade to a reg. command.
10. build 2 more generators and upgarde power
11. now with reg. get kasrkin quarters and ogryn quarters u can train 3 of each (kill the 2 guardsmen squads
12. get bane blade
13. get all troops into chimeras
14. capture map
15 kill enemy
(note have the sm defend your base and let their better infantry help u in the beging. After u build up a little help and fortify his base witrh imperial guard defences. Oh and keep guardsmen in bunkers. They live longer or have them charge enemy rocket troops and have the turrets support .

Other
build more turrets.
Establish a network of tunnels ( fast movement build at least 1 in allies bases for rapid help deployyment.
Fortify listening posts
Note tomarrow i will publish waht to do with SM

 #204 - ork - 12-13-2006 at 15:31
spikemaui21
From:
Joined: November 21st, 2006
Posts: 1
first get two squads of boyz dont matter which and upgrade as much as orky resource allows. then build a big mek stroll around and capture the map position yer orks at captured strats or relics whil some grots come to build yer listen ing posts. build a second settlement away from your base. keep this base defended case da umie or da panzies get to yer first one. then build a killa kan and some tankers and raid their base. buld a squig and some boys and a nobsquad and attack.

 #205 - 10 easy space Marines tips - 12-30-2006 at 14:23
WoyMoy
From:
Joined: December 30th, 2006
Posts: 1
1. build 2 barracks insteed of 1 at the start, its all about speed, getting a bigger amy the the enemy

2. scouts are crap, 1 squad will be enough, mine last through out the whole game, just taking out of the way points and seeking out the enemy.

3. Have front line squads and back line squads,

2 Front line squads, all flamers
2 Back line squads, 2 hevey bolters and 2 launchers or 3/1
2 Attact squads, all Plasm guns or a flamer, no hevey stuff
the two heros should go with these squads
the 4 other squads need the healing guys don't . know what they called or care
4. build 2 machein cults, build 4 drednoughts, not the other typ, if you can put these into the deep strick thing, rapied deploment of these will off balence the enemy when they attack.

5. 2 wirlwinds and 2 tanks, it takes two shots to will a fixed gun with the tank fully upgraded.

6. its good to have a squad or terminators, deep strik them in your base, fully upgraded them and the put the back in the barrackes, all ready to roll

7. Assualt squads suck big time, only a noob would get scarred or 1 squad jumping into their base without anything eles. they get mostly shot when there in the air.

8.always counter attack, never attack before they do, if you live then you know there crap and iff you die, then what chance did you have winning.

9 all ways bombard them at diffenet place, keeps them on there toes, and is damn annoying.

10 try to attack on two fronts tanks and trasporters on oneside, drop pods and foot on the other, maby, and never drop poeple in if you don't have a clear or going to make a clear exit, i ues tanks, this is good for reinforcements. and just to keep it 10 points, when at max on squads and vehecle try to build more, it will keep on building them but they wont come out, so when some squad dies, the other one will comeout, instant.

Post back hear if any of theses worked

from WoyMoy

 #206 - Imperial Guards - 01-04-2007 at 05:57
hl2freak2
Joined: December 26th, 2004
Posts: 165
Just get two fully reinforced units with commissars and you can start raping them early game. Advance quickly thru the tech tree to kasyrkin and ogryns, and maybe build a few hellhounds, should be sufficient for the rest of the game, basilisks are for tie breaking.

 #207 - SM counter rush - 01-09-2007 at 22:20
jamesyu023
Joined: December 25th, 2006
Posts: 11
WARNIG!! it will only wrks on 1v1. when any races rushe at d strt with ther basic units,because dey r wik hitpoints and low moral,u can use space marines melee against them 2 break ther moral
after they break u cn should hav ur 2nd sm ready or FC bt i recomand sm bcos when ur enemy breaks the moral they will 2 busy 2 reiforce thier squad dat maks them cnt gt upgrade,dat givs u the advantage 2 finish them of with ez stick out tongue

 #208 - srry i 4 gt sumthing - 01-09-2007 at 22:22
jamesyu023
Joined: December 25th, 2006
Posts: 11
dat stragy above will nt wrk on chaos, mayb IG bcos their comand squad

 #209 - just do it - 01-10-2007 at 06:28
InsidiousPurple
From:
Joined: January 9th, 2007
Posts: 8
stop being sissys, for sm just build 2 scout squads and an extra servitor, get a barracks and build 2 marine squads and a force commander, upgrade the squads to max and then attack the enemys base. that usually wins

 #210 - i dnt think so, belive it or not its up 2 u to the strategy above:) - 01-10-2007 at 23:55
jamesyu023
Joined: December 25th, 2006
Posts: 11
lolz by the tym u hav 2 ms & fc the other races will have lyk um:...lets see 4 orks 3 sluggas fully reinforced & a bigmek dat will surely out number u wif jst 2 msquads & a FC true?now 4 IG they will have a half reiforcd command squad dat will finish ur FC in about 10sec?lolz man! after dat ur marine squads will b useless against the command squad.o! and ofcors IG's wik chip range fire will also help them 2 out number u.than u r marine breaks...u no wats nextembarrasment 4 chaos they will use thir cultist as a meat shield and stop ur range against them,and rmbr thier melee iz nt bad 4 a chip unit,than choas marines will alos join the melee party lol good 4 them they gt jst little bit higher melee than urs,trust me dat makes alot of differance,4 tau lmao all they hav 2 do iz jst to build hipz of chip kroots than gt the er (u no dat research make the kroots jump 2wrds d enemyand nox the enemy down )while the tau cmmndr doing rnge suprt.

 #211 - y u should build sum turrents at the strd of the game - 01-11-2007 at 00:06
jamesyu023
Joined: December 25th, 2006
Posts: 11
1.Rush iz vry risky,bt think about it y would u risk it when u cn have alots of units at ur base and sum turrents wait ur foolish opnent 2 **** 2 rush u, bcos every time he retreats it givz u the advantage 2 out number him.
2.The good thing about turrents r they're chip 2 build,u dnt hav 2 reinforce them and waste ur resouces where u cn use them on ur squads.
3.cnt b bothrd TRY IT AND U'LL NO

 #212 - Simple Example into why you shouldn't use solid strategies. - 01-11-2007 at 02:02
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
*sigh* I would like to know one thing. How many of these 'tactics' are used primarily against computer opponents? The difference between Humans and CPUs is the decision making ability, and ingenuity. Think about it, you build a large defensive post (Lvl 2 Listening Post, turrets agogo) and what will a CPU player do? Either ignore it or rush it. Now, the human player will look at it laterally, unless they have mental problems. Look for other ways round. The CPU players will repeat the same thing over and over, wheras a Human can learn from their mistakes.

Example Battle:

Player 1, Ted, is playing IG. His friend Bill is playing Eldar. The game starts, and immediately Bill cranks out those Guardians, rushes off and starts Capturing. Ted starts teching up, and slowly expanding to the surrounding Strategic Locations. Now, Ted's other friend Mike has told him a 'sure win strategy'. He says to hold back until the tanks get cranked out and then rush the enemy. Ted holds back.

Bill, while expanding, has realised that about 70% of the map is his. Now, against an equally quick opponent, he would only have around 50%. He reasons that Ted must be turtling, and building up a large force. Bill begins to prepare. When the attack does come, Ted is suprised to find that his tanks are getting massacred by units appearing out of nowhere. Thinking back to when he played Eldar before, Ted remembers the webway gates and so decides that he needs to find them. Deploying some Psykers, he scours his area of the map, eliminating any Webway gates he finds. [Taking a break from this scenario, imagine if 'Ted' was a computer player. He would not have remembered previous battles, and would have carried on rushing tanks.] Bill realises that His Webway Gates are disappearing, so he waits until a Psyker gets near and then launches troops out of the Gate, resulting in a messy puddle. By this time, Ted is very confident with his guarded entrance. Pretty much any frontal attack would get flattened quickly. Little does he know, Bill has some Rangers nearby and he knows this. Sending some Bonesingers round the back way, he teleports them behind enemy lines and builds Webway Gates. Imagine how suprised Ted is to discover his base is being attacked by Fire Dragons. Thing is, he followed this 'sure win' tactic and does not have any units small enough to fit through the wall of turrets. His tanks trapped outside, Ted watches as his Guardsmen squads get massacred by the now huge Eldar army. Just when things couldn't get much worse, an Avatar stomps into view, supported by Fire Prisms and other vehicles. Ted has his Baneblade out, supported by his tank regiment. This manages to eventually overcome the Eldar frontal assault, but by then the rest of his base is in ruins. With no builder units left, and 90% of his buildings destroyed, Ted has lost. He followed a 'strategy' too closely, and couldn't adapt when something unexpected happened.

Moral of this tale: The best strategy is to adapt. Use those infiltrators and make sure you are fully aware of how things are changing on the Battlefield. All armies are able to do this, so make sure you can counter what the enemy is throwing at you before making a move of your own.

 #213 - Oh, just a minor moot point... - 01-11-2007 at 02:08
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Spelling is atrocious. Clean up your posts people, sounding like an imbecile hardly makes people try your 'tactic'. Being told to do something by a person who can't spell correctly is not going to sway your opinion.

 #214 - Chaos rush tactics - 01-13-2007 at 01:19
collusus
Joined: August 5th, 2006
Posts: 77
Ok then latley i have been fighting many batles online with chaos ( and yes against Human players AI are now very easy to cut down and then base rape.) But in the spirit of sharing i have now come up with a rush tactic. But first remember that rush is very risky and should only be tempted if your situation is critical,also you must be prepared at your base for another attack if on a 2v2.So as in going into this tactic i have only played with chaos and id don't know if it would be compatible with other races.
At start make all four heretics a cultist squad and squad cap increase research.With the heretics proceed to make no more than 3 barracks ( reason is for money and time) and used forced labor while doing this. Use the cultist squad to capture points.Then make your armory and two SC (Sacrificial Circle). In armory do weapons number upgrade (and if liked the health and accuracy.)Now imidiatley after the barracks are finished build two marine squad per each barrack and send off the sqaud to either your furthest point or point infront of enemy base.(while on the way make heavy bolters and squad reinforce) now make sure both squad cap increases are completed and make second upgrade to fortrees. in your SCs also make two squads or horrors (although usless they provide as another target or distraction) per the two SCs.Now make sure you push into base while using plama heavy bolters and some rocket launchers.At base make a small defense in order to repel any men he/she may have outside of base to attack yours.( make dlfifers too,put on fist,close combate, and attack stance and charge them in.
Now in the process of makeing all squads and attacking i take about 2 to 3 minutes.NOTE there are defaults that i am working out.
1. Dont go against eldar and do this ull die easily unless you catch a complete noob.
2 remeber this is risky and needs practice you WILL NOT get this on first try.
3. You get your forces raped make a second wave that was right weapons in order to kill them ( like #213 says always adapt and he is correct)
I am very open to any comments or what not just email me at manofsteel75@tx.rr.com and i will be happy to share tactics or just be friends.
ps im very tired ad didn't pay heed to spelling and proper grammar.

 #215 - wtf - 01-13-2007 at 23:17
ghost211
From: (Auckland)
Joined: January 13th, 2007
Posts: 34
1 fault on all ur strats. where da hell do u get da requosition???????? neways
u foget listening posts can c infiltrated units. its not all power. how the hell
will u no where the base is???????? think of other stuff peoples. no offence to
beginners.

 #216 - Hahaha - 01-17-2007 at 21:45
FrogOro_El_Reino_666
Joined: January 17th, 2007
Posts: 1
HAhahahahahahahahahahahahahah you bunch of suckers. What kind of people go into these forums to talk about games. You must be a fool and an imbecile to become so obsessed about games to talk about strategies. You can't even spell! You're probably all failures who dropped out of school. Muhahhahaha If I saw you in the street I would kill ya all.

 #217 - Necrons any tactits - 01-19-2007 at 07:25
tharxsgamma
Joined: December 20th, 2006
Posts: 28
hellllo is there any tactits 4 necrons ones that work plea

 #218 - 01-22-2007 at 04:30
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Strategies for Necrons. Well, I'd go with a simple 'play to their strengths', which aren't that pronounced truth be told. Most people I come up against just wait until the monolith is re-activated and then rush. This is easily countered using anti-vehicle tanks (of which every race can get hold of). Now, you might want to try thinking outside the box when you fight. Remember that Necorns can be transported from building to building, including Obelisks. Try using this to pose a flanking attack, going for the enemy from both sides. Also, I have seen a lot of people that charge the Necron Lord in, turn into the Nightbringer and then get pwned when he diminishes. Use it only when the Lord is near death, as it will serve also to re-stock his hitpoints. The Cloak of Darkness is not to be underestimated. Imagine how scared someone's going to be when a Monolith and Pariahs appear out of nowhere. The closer you get before the enemy spots you, the better. Necrons are notoriously slow, so distance is a vital factor.

Despite it not being easy, try to move quickly with Necrons as it will give you plenty of leway later on in the game when the attacks start flooding in. Necrons aren't very good at defending their HQ, although their powerful turrets go some way towards remedying this. Try to get some builder scarabs in a secluded place and start building more Monoliths, as more Monolith means more turrets.

And one last thing. Don't build Tomb Spyders. They really suck and are not worth the amount you put into them. Same goes for Wraiths.

 #219 - THNX u r a genuis - 01-22-2007 at 12:52
tharxsgamma
Joined: December 20th, 2006
Posts: 28
thanks 4 that advice it works wonders alose do u know anything bout orks since they do rock and once a gain thnx

 #220 - A quick chaos tactic - 01-22-2007 at 13:04
tharxsgamma
Joined: December 20th, 2006
Posts: 28
its me agin (not again everyone sais) any way heres a quick tactic to start off with
-Bulid a heretic and bulid a barracks (with the other one as well)
-put one on force bulid (don't kill them though)
-Bulid two cultists and capture the two nearets sg points
-bulid a sqaud of chaos
-then a amory
-another sqaud
-then raptors
-and finaly bulid listening posts

Thats all ive came up with so far and orks,chaos and necs rock Rock Rock
but so hard to rush Aaargh!!!

 #221 - Now any NON_NOOB tactics 4 Orks - 01-27-2007 at 10:37
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Once agin any tactics 4 orks ones that work not with low rec
Soz bout spelling Roll Eyes (sarcastic)

 #222 - 01-30-2007 at 01:09
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
My my, you do make things hard on yourself don't you stick out tongue.

Yes, Orks will again require some lateral thinking. One of the main benefits you will have on your side is the fact that your opponent will generally expect you to rush them. That's not to say that rushing is a bad idea, as orks do it better than anyone else, it's just that towards the start of the game expect to see plenty of turrets guarding their front lines. So, this can work to your favour in two ways. First, most players will keep themselves back at the start, as a fully-reinforced squad of Boyz can fight off pretty much any squad in the opening stages. To start with, I'd just go with spamming Slugga Boyz and racing off to the strategic locations, as this will get you plenty of space for later on.

Now, where Orks fall down is their susceptibility to ranged weapons, especially ones with a large blast radius. Your answer to this will be the Wartrakks, as they are perfect for darting in and quickly taking out that pesky Whirlwind/Basilisk. Same can be said for Stormboyz, one of the Ork army's greatest assets. I cannot believe how many times I have fought Orks and failed to see a single Stormboy. Seriously, these guys are great for setting up a large attack, especially if it's a head-on charge into a mass of turrets. Get the Stormboyz in there first, then just as they cop it (which they inevitably will) go in with your vehicles, followed by infantry. About 70-80% of all players fighting Orks will just spam anti-infantry weapons (heavy bolters, shuriken cannons etc.), so turn this against them. Sending the vehicles in first will not only clear the anti-infantry line, but will also force the enemy to build anti-vehicle weapons, which are positively rubbish for killing your generic Ork with.

Finally, the Squiggoth. No matter how powerful it is, NEVER SEND IT IN ALONE. The original campaign actually forces you to kill a Squiggoth quite early on, meaning the majority of players know how to do it easily. Send it in alongside your infantry charge, and make sure it's fully loaded up (My personal favourite? 2 Nob Squads, one with a Warboss and the other with a Big Mek. Get them out -just- before the Squiggoth dies, for a final little punch). Pretty good for clearing that annoying Listening Post that may just have been built, and scares the hell out of people too.

The only real problem with this is that, should your attack fail (which it will do, about 30-40% of the time) you will just get swamped by the counter attack, unless you move quick and re-build stuff as it gets destroyed. Keep up the pressure, as anyone left to build up will ultimately just attack you in greater numbers.

- El Rob

 #223 - 01-30-2007 at 01:14
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Just one more thing, don't be afraid to delete some squads to make room for others. You want a pretty varied attack force, not just billions of Slugga Boyz and the occasional Nob. Mix it up a bit, and remember that Mega Armoured Nobz aren't always useful in your frontal assault, mainly because they are rediculously slow. Get that booster going!

 #224 - 01-30-2007 at 03:05
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Yeah i do make it hard for my self.

Any way what if the your oppent is rushing? and what upgrades wouldyousay toget first and in what order, and could youdo replay showing what you do and can u send it to my email address at Marchemming@gaggle.net if you could.
and do you play online? i do at my freinds as marcryan and thats it

 #225 - 01-31-2007 at 04:38
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
First...
In terms of upgrades, I would -always- get More Choppy on first, with More Dakka after. Defence upgrades should come after the rocket upgrade (More Blasta? Can't remember), as these will usually play second fiddle to the 'Offence is the best defence' tactic favoured by the majority of Ork units.

Second...
The thing with Orks is that they -are- the rushing army. Therefore, no-one can do it better (in theory, at least). So, if the enemy is rushing you they will not have anywhere near as much as you, if you play it right and spam Slugga Boyz at the start of the game. With these hordes, you'll easily be able to repel a rush. On the plus side, once you repel it there base will be open to a major counter attack, seeing as this is one of the only applications in which swarms of Boyz actually work. Without much in the way of troops, you just go straight for the Barracks and 'crump it'. Just make sure you have your Mek Shop up quick so you can pile out those Rokkit Wartrakks if they send in the armour (this is especially important when against Marines. An early Dreadnought charge is enough to ruin -anyone's- day). I find that the best way to repel early rushes is through quantity, not quality (seeing as the majority of starting troops are aweful), although you may well run into trouble if you get StealthSuit-rushed when playing against Tau. If you can't see what's killing you, get a Big Mek up there quick.

Third...
Yeah, I'll get a replay one day although I am currently without DoW, seeing as I recieved a hard lesson in why not to put discs with no cases in the same bag as your football boots... Dawn of War Anthology is on it's way (apparently), although I ordered it about a month ago and the non-arrival is making me rather skeptical. I play online by the name of ElRob, or occasionally as Burningface.

- El Rob

 #226 - 01-31-2007 at 04:54
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Ever so sorry for the double post again (I do seem rather fond of them...) but I haven't had a good moan for a while. Then, as if by magic, I spotted post #216. It was if my prayers had been answered.

Look, Mr FrogOro_El_Reino_666. You do seem to condemn those who read these pages, although I would like to know how you happened across these messages without first clicking on the link yourself. Evidenty, you must have been interested in Strategy before venting your mind on us. You calim that you will 'kill us' if you see us in the street. First, I severely doubt you like near me, even in my country, so that's fine. Second, this is probably -the- most infantile expression anyone could possibly hope to utter. The only people who threaten to kill others are A: Jocks, B: VERY Young Children or C: Psychos. A and C seem rather out of the question as these people don't play games such as this in general. So, that leaves B. For someone of your grammatical ability I would not go around criticising spelling, unless you want to take a deep bath in the Sea of Irony.

''HAhahahahahahahahahahahahahah you bunch of suckers''

Now, this may or may not be deliberate, but I see in front of me one of the biggest oxymorons of the year. A simple 'lol' would have sufficed but no, you had to go on and laugh your head off. Again, very infantile.

Last, your claim that we are all "failures who dropped out of school". That is a very bold statement to make, seeming as it is coming from either someone who has not finished primary (or pre-) school, or dropped out themselves. Your grammar is so terrible I think I might just join you in your laugh if you try and convince me that you actually graduated, if got past 4th grade. Strategy is something that the cleverest people in the world have not mastered (I believe Albert Einstein once said "Physics and Chemistry are at the tips of my fingers, but for me to strategise would be to try and grasp the stars in the palm of my hand"wink and is not something to be laughed at. Some can, some can't. Those that can help those that can't, and thus the world keeps turning.

May this be a lesson to the other posters. Random declarations of stupidity do nothing to enhance your image, and may only serve to make yourself feel bigger, or more clever. In short, it doesn't. Good day.

- El Rob

 #227 - Ha ha - 02-02-2007 at 04:53
tharxsgamma
Joined: December 20th, 2006
Posts: 28
well said could't put it better El rob i read this a while ago and thought what a W****r

 #228 - Terminator pwning! - 02-07-2007 at 11:28
jommo
From:
Joined: February 7th, 2007
Posts: 16
If you build like 3 troops of terminators with full ( try to get it as early as possibly by capturing relic) and then you build them with assault cannons (both good vs infantry and vehicles if you have full) but 1 problem , raptors , assault troopers and ork stormboys. they might overwhelm ya when you dont know it , but if you use 2 dreadnoughts as shield it will be enough ( if the enemy doesnt use rocket launcers or predators with las cannons )

 #229 - 02-08-2007 at 01:24
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Fair enough, although you'll run into serious problems when against Tau. All your opponent needs is about 4 squads of Stealth Battlesuits with fusion blasters and a few SkyRays. The Stealthsuits would just pwn the Dreads pretty damn quickly, whereas the SkyRay loves to knock Termies over big grin. So aye, I have gone as far as to destroy 2 full terminator squads with a single SkyRay and a squad of Stealthsuits as recon. The Assault Cannon has a relatively short range, so a SkyRay could quite easily stay outside their range and plop missiles onto them.

As for your problem with assault troops, Terminators would crush those Assault troops, especially Stormboyz. If it really got to be a problem a better way would be to switch one of the Termie squads with some Assault terminators.

Generally, I completely ignore Terminators when playing as Marines, as the initial drive needed to capture and hold that Relic would need a substantial amount of Tactical Marines anyway. SMs in general benefit the least from Relics (I only actually capture them to stop the opponent from doing so) as a swift Tactical Marine drive with some supporting Dreadnoughts and Predators is effective enough to render Terminators -nearly- obsolete...

Now, I say nearly because they really come into their own when up close and personal. Yes, I'm talking about every sneakers favourite tactic of sending in those scouts to act as a landing zone for a little Airborne Terminator Drop big grin. Here, they perform like no other - if you can somehow get your scouts into the main base (or even have a suicide-death-jump from some Assault squads) then the little 'present from above' will serve well to ruin anyone's day. Just make sure you bring in the tanks at the same time for a frontal assault - the less troops you have shooting your Termies the better.

 #230 - Imperail? - 02-10-2007 at 07:08
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Why do imperail die so easily and can you kill necrons with imperail.
Since you get up and close and pesronal and you get a blood bath before your eyes how could use them effectivelity.

 #231 - 02-12-2007 at 04:06
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
One word. Ogryns. You have no idea how long these guys last, and that is a vital factor. Having no other close combat specialists, you need the enemy to be tied up to prevent them from reaching your ranged troops. In my experience Necrons are fairly easy to beat as IG, as their slowness helps to keep them away long enough to shoot them down.

Also, you'll need to strategically use your tanks to keep them away from the worst of the anti-tank fire. While most armies can do well without their uber-units, I find that the Imperial Guard suffer without a Baneblade. Try to get them set up behind your infantry, as most anti-tank units will see the infantry first and fire upon them.

The Imperial Guard are the definitive turtling army (defence, defence and more defence). You can generally gauge your chances of success by seeing how far the enemy can get inside your defensive line. The further they get, the more trouble you're in. In most circumstances, I keep a fully reinforced squad of Kasrkin in a Chimera somewhere nearby, but out of the immediate vicinity. If the enemy launches a major attack, send your guys in immediately. This will do one of two things: 1 - Catch them unawares and do some serious damage to their base (best against Tau, who have no turrets) or 2 - Cause them to retreat back and defend ther base. You must use a combined arms force when attacking, meaning you need to send pretty much everything in at once. Tanks, Guardsmen, the lot. Also, make sure you define groups to deal with individual threats, as once one element falls (your anti-vehicle, for example) you're going to have a major point to exploit.

Usually, you want to wait for the opponent to attack before launching a counter attack, as the IG make for a generally weak attacking force. Against Necrons specifically, have a few Basilisks back to drop shells on those lovely slow troop formations, while keeping some good tank-killers around to get rid of the Monolith. Once that and the Lord are gone, you won't have much of a problem. However, there is one Necron unit that becomes doubly dangerous when fighting IG, and that is the Destroyer Lord. Imagine when it uses it's 'Posess Machine' ability on your Baneblade. Ouch indeed. Simple solution: Kill it quick.

 #232 - And one more thing - 02-12-2007 at 06:08
tharxsgamma
Joined: December 20th, 2006
Posts: 28
I understand were ur coming from but when they teleport there necron lord and transform it into the nightbringer there is no stopping it. mad

And when felding orks is it best to have hordes and hordes of orks or just upgrade the sqauds you have got to full power since i find this helps helps when rushing.
And how would you define a rush.

is it when you attack and succed or attack and distrupt them to make them panic? confused and thanks again big grin

 #233 - Peace_Fist: Necrons-CHINK-blbllaaauu....... - 02-12-2007 at 16:50
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Yea, I HAD some good Necron tactics...
(not the "best ever OMG tact ya eldar rule i rock!!!" tactics)
But after wading through all these post, I really lost my logical ability to write out my tactic (which wasn't a "field guide" like the others. That type of strategy is rarely useful because its a tactics that was adapted by YOUR action in the field).
Some of these tactics are great, but there is a lot of crap here too. Its like smelling so much perfume at once that you lose your sense of smell.
So instead of tactics, I'm writing the other stuff I was going to write.

1:
Please, do a better job at spelling your strategy/post. It really helps people understand your advice when its in ENGLISH, not L33t. (Its not like your chatting)
If you need help, but don't want to do your schoolwork, download the Google toolbar. Besides being a great search browser, it has a SPELL CHECKER, very useful.
2:
People tell their strategy to complete strangers because they want to pass on knowledge, and the chance of this plan backfiring on them is small because there is little chance of actually meeting them in a match (1-in-a-10000, or however many people play DOW).
3:For the 'RAVERS', we really don't need your attitude. Go release your anger somewhere else. Forums has way too many losers attacking anything they don't like. Your words don't make you look smart, tough, or experience, they make you look like an @$$hole. ( By the way, that "nOOb" that writes "Hi everyone!" and "first post!!" may sound dumb, but if you met him in real life, might not actually be as dumb as you thought he was. He could probably kick your @$$.(not everyone is familiar with 'post grammar', or has time to learn what you've learned)
4:
Don't write long post like this... embarrasment

 #234 - 02-15-2007 at 01:19
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
That's a long post? I beg to differ.

Anyway, to Tharx: I suppose a rush, by definition, does not regard the outcome but rather the process of the action. For example, some rushes fail, while other succeed. A rush is really just attempting to overpower your enemy through sheer weight of numbers early on in the game. Rushing does not work as you get into the game, as the chances are your opponent will have some lovely reinforced, upgraded troops ready to lay waste to your mindless hordes. Eldar Guardians make fairly good rushing troops, due to high speed and attack power. However, imagine how this will go down the drain once your opponent places a single turret. Lots of dead elf.

The Nightbringer is fairly easy to deal with, if only because you have one real tactic to use: Run away. This can actually work in your favour, however, as it will either draw it away from your buildings or have a strong force to kick the crap out of the Lord once it transforms back. Think about it, the Nightbringer has a fair few 'sweeping' attacks, but these are not going to be very effective against buildings, because of their size. This way, he's not exactly going to kill your base on his own, merely destroy a few structures that can be replaced. Considering the Lord would be teleported in, the majority of the other troops are not quite in your base yet. Get your army to engage them, and the Lord will have nothing to support him once he goes back to his little metallic self. Again, this could also draw the Nightbringer away from your buildings.

As a last-resort, you should always build a secondary Stronghold building, as it will mean that a lucky strike won't cripple your chances of getting, say, Builder Units. Also, you'll get more turrets to build, helping to defend that vital primary HQ.

- El Rob

 #235 - 02-15-2007 at 01:25
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Damnit, double post...

Forgot to answer your question about the Orks. I find that you really will need to upgrade your squads if you want much success later on in the game, although onnce you're about 5 minutes in, Rushing should be the least of your worries. I know it sounds generalistic, but remember to tech-up quickly. As Orks, this is just done by building lots and lots of Orks anyway, so you may as well use those Orks to harass the enemy. You'll need some support for your Boyz in any serious attack, so either go for the throat -very- early on (charging within 2-3 minutes) or just send in the occasional squad to keep the enemy occupied and off balance. With any luck, you'll kill something too, meaning they need to spend Requisition and Power on reinforcing.

Side Note: I now have Dawn of War on my PC and running. Playing online as Burningface big grin.

 #236 - Guardsman VS Kasrkin (We lose) - 02-17-2007 at 18:42
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
I got tired of playing the Necron, and I just started playing as IG (Imperial Guard).
And I don't see ANY strategies here on IG tactics, just a bunch of Chaos and Marine stuff.( and Ork)
So here I go...
Yea, the IG have pretty weak troopers. Its hard to play as them and win a mission that's not on easy mode or against rookies WITHOUT full use of TACTICS.
Really, these guys are the tactical mans dream-team! If you play as them, you gotta use strategy a lot, these guys are built for it.
I'll leave it to you to make stratigias (I mean, I just started myself, so I'm still learning), but I have one tactic for you right now.

Don't get too offensive at first, but don't sit in your base either (using full defence on Warhammer 40k: BAADD), look for a good defence position outside your base.
Get a few bases and hold it until you make them gun-emplacement guys, (they are vital for defence and offence!) When your ready, move your troops out. Keep your gun-emplacement men ahead, and have them stop and set up every time you reach a new position. Line up your Guardsmen defensively behind them, and keep your general in the front. hold this position until your ready to move again. Repeat this, leapfrogging your way to the enemy base.
And until I find any other tactics, here is some very helpful tips:

1#:Like the Necron, these guys hafta upgrade quick if they want to survive.

2#:The Assassin is an awesome guy to use. He is almost aways in infiltration mode, and he can take almost ANYONE out in one shot, even FORCE COMMANDERS! When you use one, have him take out the most important guys first, like commanders, or soldiers with upgraded weapons. Its also good to just set him at a choke point, or outside your base and let him snipe out incoming troopers, they'll never see him, and if guys start dropping dead around them, they'll run away.

Warning: I haven't tried using this, or any of my tactics on human opponent (who will be micro-managing) I usually play in standard mode or hard. Feel free to correct me on any of these tips/tactics, but don't bother raving me if you get mad, Your b----ing is boring and stereotypical (Exept Killer13, your raving is hilarious and true) And even if these tactics are "weak" to you, there is some rookie out there who will benifit greatly from these tips.

 #237 - Thanks - 02-20-2007 at 03:08
tharxsgamma
Joined: December 20th, 2006
Posts: 28
to El rob: thanks for that i also use a rush orks which requries a lot of strom boyz but would you say there a crap thing use as a rush.

and to ig kid (above) to a good rush thing is to get as many ig as you can as you can (on low rec of course) but bulid a inftary command first and you can upgrade them fairly fast since so there you a gooddefence or not.

P.S. sorry about spelling in school when i did this in cisco the best lesson.
CI$CO 4 LIFE

 #238 - We are the amry guys!! :) - 02-21-2007 at 21:44
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
um...
Thanks for the tip. (even though I only understood half of it)
But I think I got the idea, because I just recently experimented and learned that its a good idea just to make as many as you can at first. (whether you'll use em as cannon fodder or not)
P.S. I'm not a kid, I'm 17yrs old.
Puke!olleyes
And my IGs are the "98th CG" (Crimson Guard)

 #239 - Eldar? - 02-22-2007 at 02:29
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Firstly i did't call you a kid or did i? im fiftten

Anyway what do use when you are eldar im faced with this question every time i play as them since i always lose as them. why is there anything i can use to ensure victory.

And im glad you understood what i put i was in a rush when i put so sorry bout that.

 #240 - Soz peace fist - 02-23-2007 at 01:18
tharxsgamma
Joined: December 20th, 2006
Posts: 28
only just red prevoius post i meant to the person above not that as ur a kid.

 #241 - help - 02-26-2007 at 10:44
Rise_of_Pudgy
From: (Virginia)
Joined: February 26th, 2007
Posts: 4
can some1 help me with the tau?

 #242 - MMM - 03-02-2007 at 01:28
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Like what?

 #243 - tau - 03-02-2007 at 07:38
Rise_of_Pudgy
From: (Virginia)
Joined: February 26th, 2007
Posts: 4
how to win with the tau because everytime i play i get stomped within 20 minutes

 #244 - Unfortunetly, the only necron strategy on this tread - 03-02-2007 at 10:06
SollessOne
From: (illonois)
Joined: February 7th, 2007
Posts: 12
this is probly gona get used against me but since i'm a nice guy here gose...most cron players usaly ether get a bunch of destroyers and forget about tomb spyders or only get tomb spyders. what they should do is to get a suficent amount of destroyers (like 3) and 2 hevy destroyers, but heres the sneky part, if ur army is to damageged to efectively take out the buildings after a battle u have 1 tomb spider and 3 attak scarebs that were off to the side of the battle move in. have ur scarebs attak 3 difereent buildings so that they can all fit in ther. meanwile have ur tomb spyder resurect fallen necrons (this works better then res orb cause res orb only brings them back with half heth). now you'v anialated ther base AND you have an army to move on to the next base. this is works even better if u have an alli sheld u wile u resurect, plus they can help u in the initial attak. big grin

PS: in kaser luten once u break though one oponent, if u reinforce ur foot hold thats basicly an automatic win. Devil!

 #245 - ...Look, Johnathan, a herd of wild buffalo!... - 03-06-2007 at 11:14
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
How do they rush so fast? Okay, I'm looking for a view on what its like to be a rusher. Like, what do they start out doing? Do they concentrate on buying a bunch of troops and reinforcing them, and not building anything until they get a foot-hold in the war? Do they bother building any buildings at first?
In the meantime, I'm gonna observe a few battle. I'm really looking for a weakness to rushing that I can exploit, or at least learn how to rush effectively myself.

PS: (rush tactics for IG would sure help)
And thanks for the cool NECRON tips Sollessone. (#224)

 #246 - ...Oh dear gosh, there heading for us!... - 03-06-2007 at 11:17
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
CORRECTION:
...And thanks for the cool NECRON tips Sollessone. (#244)...

 #247 - Well - 03-06-2007 at 11:41
tharxsgamma
Joined: December 20th, 2006
Posts: 28
I was wondering can someone talk me though a whole non-noob but a pro tactic stick out tongue From humbel begging of the buldier to killing your oppent. Can anyone help me. cause i get rushed all confused don't what to do if anyone could comment on either sm, csm, orks and necrons your views would be most grateful.

And does anyone know why and how people talk in boxes. and this is usaly were El rob shines. stick out tongue i think cause hes just dissapered. eek!

 #248 - 03-08-2007 at 07:53
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
AHHA! I return full of fire. Thanks for the comment tharx, my absence was caused by the arrival of Dark Crusade (finally - after 4 weeks) and I have barely been able to drag myself away from it.

Anyway, If I've tried to stress anything over my previous posts it's that there is really no point in me writing out a comprehensive battle plan for you to follow to the letter. NO strategy will survive contact with the enemy.

However, there are certain things that you may do to increase your chances of success. I will concentrate on Space Marines for now, as they require little lateral thinking and I'm rather tired stick out tongue. I find the majority of rushes, at first, will be a simple charge in the hope that you have not really concentrated on troops yet. Try changing the order in which you build things. Often people will build the basic barracks first, followed by either generators or the main research building (In the SMs case, the Armoury). You should take note on that you can build 2 turrets with your starting 100 power (45 each), and this will go a long way to helping you survive early on. Then, as SMs, you really just need as many squads of Tactical Marines as possible. I find it slightly better to build more squads rather than reinforce early on, as this give you more tactical flexibility (and you will still have a fair amount of man-power if your Chapel-Barracks goes down quickly). To start with, one Plasma Generator is all you really need, with maybe a couple of squads of Scouts (although you must get the Sniper Training ASAP. This is really all they're good for). Make sure you strike out for Strategic Locations pretty early, as the further your front line is from your main base at the start the better. Marines have the advantage of fairly quick movement speed, so it shouldn't be too difficult to get back if Jetpack/Teleport troops attack.

If you really want to get better the hard way, do a few 1v1s against Hard opponenets. If anything else, this will teach you how to withstand rushes (as you'll find them doing this with alarming regularity).

 #249 - Yea hes back - 03-13-2007 at 04:02
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Fair engough i understand your tired Roll Eyes (sarcastic) lol
Any way since im getting a new broband i havent been on it in ages mad fair engough though so i have played a load of games against inasne im getting quite good (yea right) and do you know how to talk in boxes?

 #250 - Don't touch me!! - 03-13-2007 at 17:05
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Augh! Darn you broadband users! I'm so jealous! I'll have it someday!
...
...ANYWAY...

What do you mean by talking in boxes?
Like this?


The main is Spain, the main is Spain, the main is Spain , the main is Spain!
The main is Spain, stay in rain, the main is Spain, the main is Spain, the main is Spain, the main is Spain? the main is Spain, the main is Spain, the IG, winning.

For the EMPORER!! For the EMPORER!! For the EMPORER!! For the EMPORER!! For the EMPORER!! For the EMPORER!! For the EMPORER!!

Well?

 #251 - 03-15-2007 at 00:58
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40

.........................Ok..........................

Anyway, I must confess that I don't know Tharx. Most of the games I play online are against friends, and we talk using Ventrilo.

About those Insane opponents. I often find that, for one unused to rushes, a Hard opponent is harder to deal with. Insane opponents, in my experience, do not go for early rushes nearly as much as Hard ones do.

 #252 - A bit of the subject - 03-16-2007 at 01:38
tharxsgamma
Joined: December 20th, 2006
Posts: 28
to peace fist don't worry i don't have broadband yet i play at my freinds house and im quite content with mark of chaos smile and el rob ille try that tonight.

and does any one know how to stop the mouse crusor from dissapering on mark of chaos aftr i play a game. confusedconfused

 #253 - 03-16-2007 at 01:40
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Soz about spelling ***** keyborad and the smiles are crapwink

 #254 - AAAAGGGHHHH - 03-16-2007 at 01:44
tharxsgamma
Joined: December 20th, 2006
Posts: 28
HOW MANY POSTS AM I GOING TO PUT

Bout the boxes i mean like this [_] something like this and hell knows what you were on about

 #255 - new patch - 03-20-2007 at 08:35
Rise_of_Pudgy
From: (Virginia)
Joined: February 26th, 2007
Posts: 4
what does everyone thimk about the new patch?

 #256 - ORKZ TAKTIKZ - 03-21-2007 at 04:20
foz360
Joined: March 21st, 2007
Posts: 2
Tbh all i do with orks is rush at the beginning to push your defences as close to the enemy base as is possible and that way you can gather alot of requisition and make the enemy turtle inside their base, this is the main and most vital advantage of all. Then all i do is make warboss, mad docs, mega armoured nobz 2 units of flashgitz and the rest of my infantry cap is spammed with tank bustas. This makes you quite good vs infantry but sooo uber vs tank and buildings (if they have no infiltrated unit detection you will be laughing) and the only weakness you have at all is infantry which can be neutralised by the use of a squiggoth(if you have a relic) and the use of many wartrukks(with extra armour) and if you want a few killer kans and tada your army is now raking in tons of resources and you are anti everything , all you have to do now is arrange them properly so you dont get took down (try not to let infantry against ur tank bustas) and it works fine for me every time smile ---- OMG AND HOW BAD IS THE NEW PATCH!!!!!!! WHAT HAVE THEY DONE TO TAU BROADSIDES !!!!! NOOOOO AND frown NECRON AINT CHANGED FOR THE WORSE TOO MUCH !!!!

 #257 - Orks rock - 03-21-2007 at 05:25
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Orks well have i got a tactic for you on high recsources just get shottas, flash ****z and tank buszztas like you said and with the odd few mad dos mixed in as well. this works great i held of to pros with this killed 3 atavtrs so on and also get lotted vehicles siqug and killa kans. tell me how this gose . Beer! Beer!Hmmm Donut!Hmmm Donut!

 #258 - Aye :) - 03-21-2007 at 07:41
foz360
Joined: March 21st, 2007
Posts: 2
well thats exactly my tactic but i dont use shoota boys unless necrons are on the scene and then big shootas ans flamers are a must otherwise you will get ripped to bits. i hope iv helped any ork players and if you can improve the tactic please please let me know and ill try it for myself

 #259 - The New Patch? - 03-21-2007 at 11:28
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
I think It could've been worse. Some races got better, some races got butt-raped. Overall, I'll hafta play it more to notice the difference. And here is a link to the list/readme of the patch for you guys to check out.
F:dawn of warDawn of War - Dark CrusadeReadme.1.2.htm

 #260 - Ah hell... - 03-21-2007 at 11:33
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Ignore that "link", that leads to the readme on MY pc. (mother F-er, I'm stupid. How embarrassing)
Forgive me for this double posting.

 #261 - 03-22-2007 at 01:12
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
So yeah, I've gotten bored and started playing around with the way I use certain armies. For example, a shooty Ork army. There's some fairly fun options to use, but that is not my main point.

You see, while messing around online, I dropped into an interesting 8-player FFA where every single player was playing as Orks. Now, This was where it became interesting, as pretty much anyone to follow conventional tactics (CHARGE LADS!) fought to a stalemate in the centre. Myself and one other, a friend of mine, decided that we were going to try something a little different, and so used the slightly unorthodox tactic of Invincible Mad Dok Suicide Bombers of d00m (TM). Now, I have never actually seen this done before (meat shielding is an IG/Chaos tactic) but there is something immensely satisfying about charging Slugga Boyz at a building, only to see them blown several hundred feet into the air when the bombs detonate.

Then, in the warped and highly complex way in which my mind works, I wondered how any other armies could cope with these 'throwaway troop' strategies. I find the Orks a rather humorous choice, especially against Necrons (Imagine the DC opening movie, but with Da Boyz charging the Monolith instead stick out tongue). Armies that concentrate on elite units will generally not like this, as they find it hard to adapt when things go kaboom. Double funny-points go to the one who detonates one bomb on their HQ, and them blows up all the Builder Scarabs with a second while they repair it.

One last thing I noticed, there is a criminal lack of Drone Harbingers being used in Online games. They are one of the greatest units ever for keeping people on their toes, and make a great Deep-Strike beacon-launcher when combined with a Space Marine player. Use is simple, build around 10-12 Plasma Generators, get 2 of them, set Rally Point somewhere around the enemy base and right click on the 'Launch Drone' button. One Swarm, coming right up sir. While they may seem a little weedy, these Drones are fairly resilient and pretty damn powerful, so they excel at getting the enemy distracted whilst your Fire Warriors and Pathfinders make their way round the side. Fire Warrior Bodyguards FTW! Few in number, but powerful and they have a stupidly long range when combined with Pathfinders. Kill the enemy before they even see you!

 #262 - Evil patch! - 03-31-2007 at 12:23
SollessOne
From: (illonois)
Joined: February 7th, 2007
Posts: 12
nooooooooooooooo!!!!! my cron wariers r sooooooo weak! even with 2nd armor upgrade thay still get pownd. mad Surprisingly, the flayed ones moral stuff is actually quite effective. i telly my lord in, sollar puls his units, go night bringer, thern bring in the flayed ones. To turn it into over kill i bring up my mono and destroyers, and their tanks go BOOM! smile

ps: excuse my spelling i suck at it

pps: those who do not follow the C'tan follow death

 #263 - Yeeesss!! - 04-01-2007 at 09:53
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
BRING them the night! A million years of pain and redemption as an cauldron of dark liquid crawls own there face and into their bleeding eyes, forever making them YOUR servants!

...And that reminds me......

I wonder If a new strategy can be born with no use of normal necron units?
Like a BUNCH of flayers and destroyers (things that can get around fast), since your normal troops are so slow and your gonna want to sit back in most games and upgrade anyway. So why get the slow guys? But you need to defend yourself with the normal troops, so I think this idea might be only useful during a team game, where they can buy you the time to upgrade and sit back.
But its worth the experiment.

 #264 - 04-02-2007 at 12:51
dominusastra
Joined: January 26th, 2007
Posts: 33
Necrons suck! so don´t write about them like they are superwarriors, they aren´t none of the seven standard species has superwarriors, all species can be defeatet, but some more easier than others and some are stronger in being played like others. Thats for first !

Necrons, Tau, Imps and Spacies are the four best paries for playing, because
Necrons rebuilt themself
Tau have these nice Orb-bomb and much firepower
Imps are (my opinion) the army with most firepower at all(Basilisk)
Spacies stand all in all the most damage and are able to make the most damage over all ( Shooting and closecombat)

with Spacies I normally make the standard (2 Scouts& 1 Servitor than tactical squad and your first hero) than when you build Turrets all over your controlling area you build your army and port into enemys HQ............WON!!!!! that´s it

ps : Crons ARE dead so the question is: Do they follow the C´tan?...........

 #265 - There's a difference between DEAD and UNDEAD. - 04-02-2007 at 16:16
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Err..were you trying to make a point? We didn't say nothing about them being super warriors.
And yea, they ain't the best race (the SM kick ASS), But they don't belong on the cheap-list either.
But I'm gonna let you win this argument cause your probably just trying to sound tough to compensate for something, and your doing a *****ty job at it. I mean, I don't even want to waste any insults or comebacks on this, so type away.

 #266 - WTF?!ELDAR?! - 04-03-2007 at 12:03
Wolfherz
From: (Bucuresti)
Joined: March 17th, 2007
Posts: 1
well my "tactik" against eldar is to mace scouts,upgrade them to inf. add snipe rifles and skull probes and charge 'em with scouts,when they have no units in they're base charge 'em with anything you gotBeer! Beer!Resistance is Futile!

 #267 - 04-06-2007 at 02:17
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Mmm. The problem most encountered when playing Necrons (one which has now thankfully been remedied by the otherwise-aweful patch) is that many of their units (Pariahs and Flayed Ones, primarily) will often reinforce quicker than they fall. Come on, a single squad of Pariahs gradually slaughtered their way through 2 squads of Chaos Marines and some Cultists. Superwarriors? No, but they come bloody close.

Anyway, Necron Warriors are not weak - with their Disruption Field II they have a whopping 1000 health each. Just get 4 squads, give your Lord a Veil of Darkness and march your way through them. That brings me to say, why the hell does no-one use the Veil of Darkness? I think I've seen it twice in all the games I've played. Come on, there's nothing that makes people soil themselves like a Monolith that appears out of nowhere.

 #268 - 04-06-2007 at 02:30
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Wait, I've just read something. DominusAstra, are you suggesting that you teleport your -entire army- into their HQ? Please, if you have found out a way how enlighten me.

Really, first you need a visual on their base, which requires you to have troops already there... Kinda defeating the point. So, the max you can teleport? 4 Tactical Squads or 2 Dreadnoughts, or 2 of one and 1 of the other. Then there's the Terminator squads that you could teleport directly from your Chapel Barracks. They're not reinforced though, so that's practically a waste. Then there's your lack of major anti-vehicle, especially as they're going to have substantially more than you. Really, you need to use the Orbital relay as a gamebreaker. Attack head on (not usually what I recommend, but they -are- Marines) and when you've just about exhausted yourself, teleport in the remainding troops and continue the stomping. On the plus side, this'll draw attention away from your battered squads, allowing them to reinforce and pile back in. Using teleportation as an attack method doesn't usually work, as if you teleport them alongisde the rest of your army there was no point whatsoever. And if you teleport as a Vanguard, you're going to get wasted unless you follow up pretty damn quick.

So, try using the Relay to launch waves of attacks. Keeping someone on their toes is the best way of stopping them from building up force. Either they'll get their elite troops, which takes time, or they'll get their quickly-produced basic troops. Depending on who you're fighting, you might want to go for a Infantry - Vehicle - Teleport approach, although keep those vehicles close by in case your opponent responds in force.

This Comment Has Been Brought To You By:
El Rob Tactical Solutions. For when Rushing just aint enough.

 #269 - Well said El Rob, well said. - 04-06-2007 at 11:12
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Orbital telporting your army sounds like one of the best plan ever...
..Until you turn off EASY mode.
In a normal/REAL game, its almost impossible to get Orbital tech working early, unless your enemies are not attacking you, and/or your using ALL your resources on building up your base tech.
People, please listen. Outside of easy mode and vs noobs, your "mass an army in an hour and then attack with no strategy" tactics do not work, YOU CANNOT GET A MASSED ARMY OR ANY ARMY when your enemy has built a small squad and rushed your base as your wasting resources building turrets and your half-a-dozen scouts are out looking for his base. If you can't build a good defence force in 5-minutes, you need to practice. Mass army and Orbital attacks take TIME and RESOURCES, and should be accompanied with an actual strategy.
Turrets are useful...for slowing down an enemy's attack, and MAYBE when combined with troops, can they help fend of an attack completely. But most of the time, its a waste of resources.
Do you still play on easy mode? Have fun, but don't write a tactic here. This is for people who play it for real, and they tell you their tactics so that you can add it to your own ideas/strategy, and get out of that easy mode, past standard, and into a NORMAL game
And once again, thank you El Rob for a great Orbital tactic and a wonderful explanation of attack/wave designs.

 #270 - Impguard - 04-09-2007 at 11:28
Phillopp
Joined: April 8th, 2007
Posts: 7
First make 3 guard squads then a builder.. first builder build a plasma then a tactica.. in tactica make battle armor... make full granadelauchers at all three guardsmen squads then go to enemy base reinforce ur guardsmen, make a ''infanterything'' and a command squad in it then just keep teching and attacking
(granadelaunchers is very good in beginning) Beer! Beer!

 #271 - Tau strategy - 04-13-2007 at 05:58
will_of_montka
From:
Joined: April 13th, 2007
Posts: 3
Hello everyone,

I have noticed Tau aren't beeing played alot. And if they are beeing played with they usually lose, so i thought they could do with a strategy:

NOTICE: this strategy is not to start a game with it's supposed to be used in the later stages of a game.

-Get teachings of mont'ka
-build one ''Drone Harbinger'', two ''Hammerhead Gunships'', as much ''Skyrays'' as your vehicle cap will let you and last 3 ''Crisis Battlesuits'' upgraded with missile launcher.
-all available squad cap should be used for defence or kroot carnivores
-select the ''Drone Harbinger'' then click the ''Set Rally Point button'' and set your rally point in their base.
-select the ''Drone Harbinger'' then right click on the ''Launch Drone button''
-select the rest of your vehicles and suits and march into their camp
-when meeting enemy infantery use the skyray missile strike to take them out with ease
-when getting into their main area make sure the drones take al damage and take out listening posts and turrets
-any enemy vehicles should be taken out by the hammerheads or the crisis suits
-if any missile strike are available take down buildings with them

If my grammar usage or word choice is wrong please don't post about it. I'm from the Netherlands and believe me: you don't Dutch nearly as good as I speak English.

 #272 - Tau strategy update - 04-13-2007 at 06:07
will_of_montka
From:
Joined: April 13th, 2007
Posts: 3
I forgot to say:

-I haven't tried this tactic at players just at HARDER mode in single player skirmish
-Your defensive should include at least one pathfinder squad to detect any enemy stealth counter attacks
-Ethereal is always good to request as it will increase all pf your forces attack rating
-Of course the XV22 Battlesuit commander is nice to take with you when attacking
-If you think things will get messy make groups by slecting the units you want and pressing ''Ctrl'' and ''1''/''2''/''3''/ etc. at the same time

 #273 - Strat Problems (especially online) - 04-13-2007 at 06:55
Guevre
From:
Joined: April 12th, 2007
Posts: 34
The thing I find most annoying is when you simply get rushed, especially online. It never actually seems like a game of skill, its just who can build the fastest with the best units. Ok, they then made the 0-1 rule (and trust me, I hate that more >< ) but still.....
I guess the only start I need to focus on is building more units Roll Eyes (sarcastic) I keep getting used to playing the campaign or PC, that I always rely on a few units (elites, etc. ) In Online, this results in me being left as a smear on the floor frown
Good strat then; Dont let ur enemy outnumber you if at all humanely possible >< cos it hurts. It always hurts....

-Greaver-

 #274 - El Rob - 04-13-2007 at 06:58
Guevre
From:
Joined: April 12th, 2007
Posts: 34
Oh, and in case you read this El Rob, you CAN re-inforce Termintors, then stick em back in them the barracks. Deploy in base, re-inforce, stick back in, sorted.
And I just needed to ask while im about it, does anyone else find they hit a certain ammount of Waaargh banners and Ork resource, then it just STOPS ?! Often leaving me utterly F*****... Anyone?

-Greaver-

 #275 - im bacck - 04-17-2007 at 12:44
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Hi dudes,

well ive been away getting a tan (more like buring to death) ive found a really cool thing. well to me at least.
on standard bulid ur barrcks and a power gen and when u capture points and put listening posts on them upgrade them as soon as possibly. u may think well yeah thats obvious. but the amount of people who don't do that it gives u more req and a defence. and alose don't be shy bout getting like 4 saquds of cultis at the start of the game use them to speard out. cause everyone thinks its a rubbish idea and there crap but trust me it pays of it can work for anyone execpt necs.

and all have a good summer

 #276 - This is commander, so should it be! - 04-20-2007 at 18:53
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
I have now read most of your "tactics" now.
And in the end I got an exelent tactics that will always work.
The best tactic ever......... I promises. ^^

Step one: LEARN HOW TO PLAY THE GAME!!!!!!
Step two: The end. ;D

 #277 - Is anyone here? Hello? - 04-21-2007 at 09:02
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Is there ANYONE in control of this forum? Could we wipe this forum clean of all the crud and waste that has collected so far?
(including MY first *****ty tactics?)

 #278 - ahh - 04-26-2007 at 04:46
tharxsgamma
Joined: December 20th, 2006
Posts: 28
very funny try saying that to noobs big grin

does anyone know how these techers tech so fast ive tried and tried but cannot do it so any techers out there please teach me. stick out tongue
and if any read this rember to defend! kk Two Thumbs Up!

 #279 - You know whats funny? Trying to write without thinking. - 04-26-2007 at 07:50
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
"very funny try saying that to noobs"

Oh, I finally understand this line.(I don't do so good at reading terrible grammar)

CORRECTION: my post was referring to the noobs that clog up this forum, my post was NOT referring to people such as El Rob, who bring in meaningful discussion to this forum. My post is actually mirroring #36.
Hey, I've even said to get rid of MY "tactics", because they were a waste and underdeveloped.

I really didn't want an argument, but people like you, who have no idea what they are talking about, just wanna go right ahead and say sh:t.

 #280 - I'm kicking my own ass... - 04-27-2007 at 08:51
peace_fist
From: (Deptford NJ)
Joined: February 12th, 2007
Posts: 14
Actually, I'm really in the wrong of this. I'm the *****head here.
All it took was to actually SEE the winking emoticon to tell that I took this entirely the wrong way.
Besides, if it was an insult, it would have been a weak on that wasn't meant to be really anything.
Please accept the apology from this *****.

As for your tech question, I don't know too much, but I do notice that NECRON players build a lot of power generators and surround their base with them.
It starts them off a little slower, (nothing too different with Necs) but before you know it, they are swimming in power.
That's one of my only clues so far to teching, seeing as those skilled enough keep it to themselves on this matter most of the time.

 #281 - oh yea - 05-04-2007 at 12:46
tharxsgamma
Joined: December 20th, 2006
Posts: 28
does't matter about the teching

BUT if anyone ever goes aganist SMRG go aginst him for an easy win. Devil!
he hates rushing and spamming and is **** and someone needs to teach him a lesson. Hmmm Donut!

 #282 - Chaos Raptor Rush - 05-05-2007 at 06:44
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
I don't know if this is already discribed here but i won't bother reading al the useless post so here it goes

1. build a barracks with the first builder and 2 cultist squads and an aditional builder in your hq, the second builder should help the first one with the barracks, the cultist should cue up some points, don't forget that chaos builders can build faster with their skill but don't overdo it, you'll need em later on

2. as soon as the barracks is complete build a squad of raptors and the chaos lord
meanwhile your builders should be building listening posts on captured SP

3. when the raptors are completed autoreinforce them (rightclick on the reinforce button) and send them to the nearest enemy SP there they will kick the enemy's scouts asses and you can neutralize the point if it's captured ATTENTION don't capture the point just neutralize it, do this with every enemy point you encounter also don't forget that raptors are jumpers so you can drop them in your foe's camp or flee when you encounter a commander

4. when your lord is completed send him to help the raptors take out buildings and weaker squads, if you arrive in your enemy's camp do as much damaga as posible but don't expect to kill him with just the raptors and the lord, kill builders destroy generators and neutralize points this will slow him down to a crawl and give you an opening to finsh him

5. now here's the hard part, while annoying your foe with the raptors and the lord you must tech up to tier 2 and build at least 2 squads of berzerkers and 2 squads of deamons to finish him of, i can't give an exact discription on how to do this beqause it depends on how well your enemy reacts to the rush

this is a tactic that is well known online and works wonders, if played out correctly, in 1 on 1 and even in team battles

 #283 - answer on #278 - 05-05-2007 at 06:58
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
I'm not really a techer but for example with the eldar i manage it
so here R a few pointers

1. you need builders to tech so make your max number of them ASAP
2. DON'T build lots of infantery just two squads of your first units to capture some points and possibly a commander to counter an early assault
3. power is the key, build generators ASAP, tanks requier lots of plasma so make sure you have it, if possible start with building a big generator on a slag deposit
4. build listening post but don't upgrade them fast cause again you'll need the power to build tanks and again this depends on how your opponent plays, if he's aggresive upgrading some foward posts to help your commander defend isn't a bad idea
5. unless your IG don't bother building turrets, it's a waste of time and resources

with these things in mind try some different things, i manage to get about 5 eldar walkers in about 8 minutes when i have a slag deposit so...

 #284 - Kwl - 05-09-2007 at 08:59
tharxsgamma
Joined: December 20th, 2006
Posts: 28
thnx very much for those they helped me loads and



Ive got BROBAND
RockRockbig grin

 #285 - Oline games - 05-12-2007 at 03:07
tharxsgamma
Joined: December 20th, 2006
Posts: 28
Don't know if anyone knows the answer to this but every time i try and get into a game oline it sais about my connecton,firewall and so on.

But i can make them but and people can join them but i just cann't join them.
mad mad

any help will most aprectiated Two Thumbs Up!

 #286 - Necrons, slow but purposefull - 05-18-2007 at 04:36
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
this is how I play with the crons, if anyone can give me a beter style of playing them plz tell me

1. cue in your hq, scarab, scarab, warriors, scarab, warriors, scarab, lord
with your first scarabs capture a point right away to get a early speed boost
with the second scarab build up to 4 generators, with the third scarab start capturing aditional points remeber to build listening posts on captured points right away
2. send the first squad of warriors out to anoy the enemy whilst autoreinforcing them (rightclik the reinforce button)
3. the fourth scarabs should help building generators, after the first four are build don't que up too much generators at once rather build them one at the time
4. the second sqaud warriors should also be send right into combat to help the first one
5. the fifth scarab should build the lesser summoning stone and as soon as thats build do the upgrade to get stronger warriors
6.then start bulding flayed ones, I really like flayed ones 'qause you can drop them where they are needed then teleport them back to the monolith and drop them again
7. next to to is upgrade the monolith and build a greater summoning core and start building spiders these can give you free units by harvesting corpses, personly i don't give them a gauss upgrade 'qause then they suck in close combat and arn't that good ranged neither
8. if you build the lord upgarde building (don't remeber the name) give him the lichtning field, and the cloak of darkness, the third one depends on your oponent chose the one that can anoye him the most

The general idea behind al this is to anoy and tech and then crush your enemy when you have the uper hand, the uper hand is gained by stealing points and attacking early on and like that bring the fight to him

 #287 - Tip To Defeat Necrons - 05-18-2007 at 21:06
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
I have now read alot of your strategies but none stragety is how exakt you take down the races. So I will give you small advice to think about this, because i think you should play the race you feel comfortable with. NOT the race you think is best and most optimized.

So here is one against the necrons.

3 objektives to take down Necrons.

1: Take down their listeningposts (flagpoles) because these will slower them down AND decrase their army. Pretty enoying for the necrons.

2: Take out their plasma.
No plasma. No resourcers.

3: Take down the monolith. No monolith. No army.
Pretty enoying to. ^^

Theese 3 objektives is the weakness for the necrons.

In a fight with theese armies you SHOULD know they are strong and WILL give alot of damage. So if you can do alot of "area effect damage" because they are slow units. Not all of them. If the have a monolith with them. Try to take out that one first AND try to take one units into their base and destroy so much you can for them.

Remeber. If the monolith reach your base and have alot health you gona have a rought time to solve this problem because they can teleport the entire army to that monolith AND the monolith will ***** out new units out of it.

 #288 - 05-18-2007 at 21:07
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
I forgot.
This is NOT the best plan ever.
Only few steps to think about when you start a war against them.

 #289 - Tip To Defeat Imperial Guards - 05-18-2007 at 21:19
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
This should be easy because i play them ^^

The problem with IG is that they have Baselics.
Pretty enoying to. But these weakness is that if they use eartquake to much their resource should go down fast.

The best way to take down their army is to go into closecombat.
Especily the guardsmen. Try to fly behind or at least near them.
DONT TRUST YOUR INVISIBILITY AGAINST THEM because IG IS actully the race who can se most of these invisible units. They have scans and pshykics who can see theese.

However.
If you teleport or fly into closecombat you will get a advantage because the will never shoot you out with basilics OR the army. Trust me.

If you try to take out their tanks so take out the leamonrus tanks because 2 of theese will do more damage than the Baneblade. Baneblade is good to but fit better to drawn firepower at.

If you meet Sentinels. Try to take out them with units and NOT with your vehicles.
Reason here is that Sentinels are best against special characters and vehicles.

If they use Hellhounds.
Dont go TO close with your units against this flamemachines.
Try to take it out with your vehicles instant.

 #290 - Tip to defeat... something - 05-18-2007 at 21:25
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
Im not that familar with the rest of the races yet.

But remeber.
Try to take most flagpoles and use "terrorunits" to take down your enemies flags, because no one can go out in war without a echonomy wink

 #291 - to take down Necrons, some more tips - 05-23-2007 at 07:18
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
first of, destroying power genrators is a good idea agaist any race 'cause no power means no teching and no tanks and indeed against necron no power means no nothing

as space marines : plasma rifles will kill cron infantry fairly easely don't use heavy bolters they don't do jack, a dreadnought is also a good idea in combination with plasma rifles 'cause a dreadnought can take lots af damage

as chaos : berzerkers, they will mow down cron warriors and are even beter in close combat then flayed ones

as IG : hellhounds 'cause they break the morale of the wariors and then finish them of with guardsmen with plasma rifles

as da orkz : lots and lots ( and i mean lots) of boyz with flamers or just go for nobz fairly quickly, wartrukz are also a good idea 'cause you can build them quick enuigh and they disrupt the already slow necrons

as Tau : fire warriors, don't bother building kroot 'cause they wil die if they go in close combat against necron, the bombardment ability of the misile tank (can't remeber the name right now) is great against em 'cause again the cron are slow

as eldar : don't really know, a tehc rush doesn't work 'cause the walker and the grav tank haven't got enough hit points to take on the cron
if anyone knows a good eldar unit please let me know

as nercon : get more dudes then the enemy

as always, I know my tactics arn't perfect and no race is undefeateble so if any1 has beter idea's plz enligten me

 #292 - Chaos Rush - 05-25-2007 at 21:46
khr0n0s
From: (Toronto)
Joined: May 25th, 2007
Posts: 1
Well this works for me and i only started this game a month ago big grin and i killed a harder difficulty by using this.. well here its goes
You make a heretic and 3 cultists, then with the first Heretic that was already made for you, you make a Chaos Temple and with the second heretic u help the other heretic make it and you use Force Labor on both of the heretics while you are doing that capture 2 strategic points with the cultists and leave one infront of ur base to gaurd. When your chaos temple is complete make sure u stop force labor before your heretics die. Then you should have alot of req cuhz u diddnt make the 2 power generators. so then u make a raptor squad and a lord u get the raptor squad reinforced slowly because of ur req rate and u take all the cultists with u and rush. as u rush u should fly with the raptors and imediatly attack the building that is making the workers or the heavy unit, by now your lord should be made and u can bring your lord there. as u slowly get more req u can either make more raptors or more chaos space marines and reinforce them. you should win because i always win with this tactic.. good luck hope it helped btw it isnt the smartest tactic cuhz u get like no power.. but it worked for me.

 #293 - To Tom_Son - 05-27-2007 at 13:56
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
Off Course you right about plasma thing here.
(plasma = Power generators so you guys know what im talking about) ^^
But the thing is that Guardsmen in IG dont need plasma.
Khaskins dont use so much plasma so dont agryns to.

That im trying to say is that IG on QS dont have problems with plasma the first 15 minutes. Before that you can build a full base and a full army and defeat you enemy without spending all the plasma. But if the war goes on you sure need plasma as anyone does.

And if you planing using Baselisk tactics you for SURE need alot plasma O_o

So plasma is not a problems for IG.
Keep that in mind wink

Otherwise this is for SURE a good tactics for QS player..
Build so fast you can until you get your Baseliscs.
Build 3 of theese and scan for the enemies HQ. Meanwhile you bomb his base to hell you must have a good defense. Thats your own problem to solve.
Because its pretty hard to go out to war without a HQ.
It will only tace 6 earthquakes shoots to take out the hardest HQ ^^
Pretty enoying to, because you will bomb the other buildings like infatirybases. Vieticle bases, upgrade bases and on and on and on.
It IS an expensive tactics but a good tactics too.
Not perfect. Far from it because you MUST know how to set earthquake shoots.

 #294 - Eldar Strategy !!!!!!!!!!! - 05-30-2007 at 15:13
Fast_Short_Sweet_Attacker
From: (Augusta)
Joined: May 30th, 2007
Posts: 3
Man i hav a strategy for eldar only works on krausyr luiten tho.......and its qs. ( i still workin on the one that deals wit std )

ok well first build a webway gate and tech webway w/all the attachtments
while doin this build all the bonesingers u can.
wen the first one arrives send it to the top near enemys base ( not across the bridge but in the corner between edge of map and welll u now the corner up there)
then wen the second one comes build 6 generators ( u will need these)
the third one comes make it buildaspec portal and make sure u tech it fully
(during this time build another webway in base on side of hq)
u probly wonderin wat bout gettin strategic pionts and things like dat, well after all the bonesingers are done u should b producin 4 squads of guardians and tech them all the way by the way dont for get bout the last bonesinger make him build soul shrine. ok now the good part




wen soul shrine finishes biuld support portal up there were u sent the first bonesinger to build webway near enemy and tech it all the way ( at this time keep techin hq and soul shrine ) and start producin wraiths only 5 secs away from enemy baseand raid them like crazy
they will b 2 busy attkin wraiths that keep comin non stop take that bonesinger up the telee it in top corner of map and build web gate and drop all ur units u should of been gettin out of aspect portal
after u done buildin web way build aspect portal up there
and get avatar up there by that web way and unload from the front and the bak


If u hav any ????? u wanna ask hook me up on my emial akaghost007@yahoo.com and ill giv more info on this strat.cool

 #295 - By the way - 05-30-2007 at 15:15
Fast_Short_Sweet_Attacker
From: (Augusta)
Joined: May 30th, 2007
Posts: 3
my dow account name is Supreme_Eldar and i won 94 % of my games becuase this strat so i no wat i talkin bout

 #296 - to Gradiuz - 05-31-2007 at 13:14
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
sorry to burst your bubble but i don't play QS beqause I think i just messes up the entire game, without QS DoW can be considerded quite the challenbge because you have to choose witch units you are going to build and build up a strategie to get there as fast as humanly possible
With QS it just becomes a spawnfest that doesn't require much effort or planning
this isn't a diss on people who like QS, i mean everyone is free to play like he/she wants

 #297 - to kr0n0s - 05-31-2007 at 13:17
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
well I described the same tactic a few posts back and i must say wehn playing human players building more raptors or marines isn't the best idea bequase if your opponent gets out an early dreadnought, defiler or any other tank you will have nothing to counter it and there will only remain a bloody spot where your men once were

 #298 - to Tom_Son - 06-01-2007 at 19:03
Gradiuz
From: (Vänersborg)
Joined: August 2nd, 2006
Posts: 13
Dont worry.

Its just that if I play without QS i play the game exact the same way when i play QS.
The diffrense here is that it takes much loonger for me to play ^^

I like when you make a warzone to hell.
I even like the messy part and when things happen at the same time ^^

So we are just two diffrents kind a players.
Not harder then that wink

 #299 - nonsense - 06-03-2007 at 14:37
general0cobra
Joined: May 8th, 2007
Posts: 84
personally i think everyone who has posted that builing squads quickly is a complete nutter the tactic i use is to sit and build up loads of defences and tech then send as many tanks as i can backed by artillery for example leman russes and baneblade followed by basilisks, kasrkin, ogryns and the odd tech-priest not even insane difficulty can stop that when applied with quick thinking big grinBeer! Beer!Hmmm Donut!

 #300 - no nonsense - 06-04-2007 at 09:28
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
well thats all fine when you play IG but if you play random as i do then you'll discover that loads of infantry backed by anti tank infantry , space marines are good at that, will kick tank butt and that is one part of the game i like and that is that for every move there is a counter available
plus it's one thing killing the ai, but if you play online and move beyond noobbashing you'll see that infantry can be just as lethal as tanks

 #301 - For the IG - 06-14-2007 at 09:11
Geo_Da_Sponge
From:
Joined: May 19th, 2007
Posts: 20
A couple of general tactics:

Always get a command squad and tactica control, and get the researches there ASAP. Early game, sergeants are far, far more useful than commisars (at least until they get Execute). Commisars can be unwieldy sometimes, as having to rush them to the frontline all the time is annoying.

Hellhounds can be effective against human players, as they'll think they're unit is fine until about half of them die in one go. This happens to me alot. They're also one of the most effective anti-building units in the game, and their 'Let It Burn' ability is devastating; with two or three of them you can prevent infantry entering a huge area.

Techpriests in buildings are a very useful anti-rush tactic, one which I should use more. Even if the building (probably a listening post) is destroyed, the techpriest can escape at the last moment. In this case, the only difference this makes in the end is that more enemies have to die to take the position. Yay!

Sentinels are good against other walkers, as they can outrun them most of the time, and they rarely have the firepower to defeat your sentinels. However, they aren't much use against any anti-vehicle tanks, eg. predators (either kind), leman russ (looted or not) etc.

That's about for now. Now I hope in vain that someone will care about this and post a response (even hate posts).

 #302 - 06-27-2007 at 21:44
dannyseymour2
From: (Cincinnati, OH)
Joined: June 27th, 2007
Posts: 2
This game is all about being agressive. Trying to turtle and tech like you would in starcraft will get you Pwnd by a good player. The bottom line is: the player who controls the most of the map will win, defense strategies should only be used if completely necessary for a minor incident, not a strategy for the whole game.

 #303 - 06-27-2007 at 22:01
dannyseymour2
From: (Cincinnati, OH)
Joined: June 27th, 2007
Posts: 2
In other words, defense should be a tactic, not a strategy.

 #304 - 07-02-2007 at 06:25
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Just a quick post before doing some work. Has anyone had any multiplayer games with the new Imperial Inquisition mod? Interesting stuff, I must tell you. I'd be interested to find out how you guys are getting to grips with them. Happy Hunting!

 #305 - OMG - 07-10-2007 at 05:22
tharxsgamma
Joined: December 20th, 2006
Posts: 28
OMFG el rob is back
Deamon hunters Mod PAH i think its just like the tryanid mod a wash out, everyone loves it but then somethin happens.
Alose ur meant to be able DS a land raider :S
well thats my opion basicly there to gd.

PS. DS = deep strike and hay el rob come on more big grin

 #306 - 07-16-2007 at 08:13
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Now, this is -very- interesting...

You look at the Daemon Hunters and I'd expect them to be like a slightly less balanced Space Marines. Lo and behold, I was right. Sadly, they seems to have taken this to the extreme. Instead of making the troops feel right, they've made them simple 'equivalents' of other armies, with a few extra skills.

On to what I found... Why in God's name are the Grey Knights so weak? I'm not sure if it was intended, but the 6 SM Grey Knights can wipe out a squad of 9 DH ones. Continuity, please! As has probably been noted, this army really struggles if engaged early. I'd hate to have to play these guys against a decent rusher. I find that churning out as many Stormtroopers as is humanly possible in the early stage is the only real way to repulse an initial swarm, thanks to the long research required to make their 'turrets' (Purification Order, I believe) actually do damage. Their low hitpoints from the off make their slowing effect pretty useless against most armies. However, your average Ork rusher will of course use Slugga Boyz. Now, Purification Orders can prove a real problem for an Ork player, as their melee-centric units will have to make a choice. Run through the slowdown, or attack its source? Either way, you're opening yourself up to some extra ranged fire that StormTrooprs have by the skipful.

Back onto other armies. Another point where the Daemon Hunters fall down is in a lack of early anti-tank fire. Later on, they just get on with the squashing but if you're unlucky enough to get hit with an early vehicle rush then you're going to run into no end of problems. The first really decent anti-tank guys you're going to get is Melta Gun StormTroopers, which require a Tier 3 research. This is a long time to wait, and you might just have to pass by with churning out Chimeras with Missile Launcher upgrades. These aren't bad, but will get swiftly taken out if concentrated on.

Later on, you may begin to wonder where the DH's man battle tank is. Well, I wouldn't hold your breath because they just don't have one. You're going to jump from Dreadnoughts to Land Raiders in most cases. Then you have the choice of which one to pick. There's a simple way I choose, which focusses on the army that you're facing.

Land Raider: Space Marines, Chaos, Tau, Necrons.
Land Raider Crusader: Imperial Guard, Orks, Eldar, Tyranids (if you somehow come up against them).

The biggest suprise I got when playing against Heavy Infantry-based armies (the top 4) was the Heavy Plasma Cannon on the Support Dreadnought. Now I know the GK Dreadnought looks nice and costs 1 less support cap, but I'd go for the Support variant any day. Get 4 of them together (2 Plasma, 2 Lascannon) and laugh as they make waste of most troops and vehicles. They have absurd range, especially the Lascannon, and do stupid amounts of damage to most troops types. If you're against Orks, you might want to swap one of the Lascannons for an Assault Cannon, but that's your choice.

About that Deep-Striking. Yes, you can, but it's rarely of any use. It scares the hell out of people for sure, especially when you drop a Crusader behind a later Ork rush. Thing is, the Land Raider is designed to be on the tip of your assault, soaking up fire and taking out the vehicles. If you can do this without it then Great! But why have it anyway if you don't need it?

The Crusader... well, Ill put it this way. Imagine 4/5 Land Speeders all bolted together and given about 10 tons of extra armour. I believe I actually laughed when I saw one of mine shred through countless squads of Guardsmen in seconds. When against the armies specified above, they just serve as an excellent spearhead with your Support Dreadnoughts while keeping your Terminators safe.

Ah yes, the Teminators. *Swoons*

This is the apex of the Tech Tree. Forget the Land Raiders as in most larger games you'll be hard-pressed to grab a Relic. These guys, when coupled with the Grey Knight Master, are just about the hardest melee troops you ever will see. Possessed Marines? Stab 'em. Mega Armoured Orks? Stab 'em. Assault Terminators? Take a guess. Decent ranged attacks mean hat they can hold their own against stronger ranged opponents while charging but nothing else compares up close. In most cases you'll see your opponent divert a hell of a lot of ranged power to get rid of them, freeing up the rest of your army if nothing else.

Hmm, I'm running out of characters. I'll be breif then. Not enough Terminators. Not enough spotter units. Great Listening Posts. Really good when supported by another army (mostly SMs). Squish Imperial Guard. Needs better Stormtroopers. Needs earlier research. Rhinos are still cr*p. Nicely made models.

P.S. If there's any spelling errors, it's on account of the lack of time.

 #307 - 07-16-2007 at 08:19
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Oh, and Tharx, I read your comment about your connection. I've just moved house and suddenly I've been getting a similar problem. I'm using a wireless router, so I'm not sure if it's something to do with that, but when I enter an online game I last for about 20 seconds before it drops me andsays I have a connection error. This isn't the best lace to ask, so I'll drop it into the official support forums and find out.

 #308 - 07-18-2007 at 04:23
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Oh lawks, triple post.

I've found, completely by accident, something that the Daemon Hunters are very, very good at. Desparate Last Stands!

I'm being serious. I played a typical race-testing game (Quick-Start, Easy Opponents, the whole malarkey) as 2v2. Myself as DHs and an AI player as SMs against one IG computer and one Ork computer. First of all, the AI has been ramped up no end. The Easy difficulty still gives you a decent run for your money in this mod, mixing up tactics like your average human player might. Second, I was basically prancing around the tech tree and didn't notice my team mate get swamped about 15 minutes into the game. Less than a minute later both enemy AIs were banging at my gate. The map in question, by the way, is Quatara (at least, I think it's called that), and I was down to my two closest Strategic Locations. Anyway, thanks to the power-spamming tendencies of Quick-Start I managed to keep two hordes at bay for over 15 minutes. That may not seem like much, but most of the time there were actually Slugga Boyz whacking at my HQ building. So yeah, I just started spamming Stormtroopers and Support Dreadnoughts. Killed 3 Baneblades in the process, but didn't see a Squiggoth frown.

Turns out that come my demise, 33 minutes and 17 seconds after the game started, I'd killed more troops than the other 3 armies put together. Then again, that's not saying much as my 'ally' killed an awe-inspiring 7. Over 500 dead and 'only' about 200 lost. That's why, Ladies and Gentlemen, Dreadnought spamming did not go out of fashion with Winter Assault.

Also brings me onto a point I missed in my essay a couple of posts above. The Naval Mega Melta strike is a complete waste of power and requisition, as it kills ONE tank. Just one. Don't bother with it. On the flip-side, the other orbital strike (Exterminatus something-or-other) utterly wastes pretty much anything that walks. Try playing Into The Breach against 2 Orks and plugging the pass in the centre, only to drop one of those mothers on their green heads. Green and red have never been such complimentary colours smile.

 #309 - 07-18-2007 at 04:29
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Ok, This is getting silly but I'm going to need to rectify a few errors in my first post:

Rhinos get Missile Launcher upgrade, not Chimeras.
You can probably get GK Dreadnoughts with Multi-Meltas before the Stromtroopers.
The 'turret' building is a Purification Decree.
Chimeras are well suited to fending off early infantry rushes.

 #310 - 07-18-2007 at 21:03
tocool
From: (Hot Springs Arkansas)
Joined: September 23rd, 2005
Posts: 107
omg reading all this makes me want to get to my house more am at my moms right now here comp sucks so she cant play dc first thing am going to do is get this mod great advice el rob

 #311 - Dreadnuaght Rush !!!!!!!!!! - 07-25-2007 at 02:57
Fast_Short_Sweet_Attacker
From: (Augusta)
Joined: May 30th, 2007
Posts: 3
long ago i posted an eldar strat for eldar for a qs game on kiser...and then all i played was qs and yes i was a qs noob...but now i play std games lik 90% of the time and wif space marines i can get 6 dreads by 10 minutes andat least 2 or 3 by 5 min and around 5:30 seconds i am alredy attkin wif dreads but u might ask how i defend of a rush or hav enough req to build gens to get the dreads....well wen i start i build an armory que up 1 builder 3 squds of scouts and the vehicle increase...while the first builder is buildin the armory hav the other builder build 2 gens...and hav the scouts capture pionts immediately becuse ull need to get as much req to hold of gianst a rush...no wen the armory done help the other builder finish the gens while the scouts get the pionts (its best 2 hav at least 4 pionts and do no i repeat do not reinforce the scouts becuse ull need that req for place srat pionts on the sps) and also wen u get enough power/req for the next stage in hq get it right then do no wait becuse the rush comin might get u if u wait...(if they rush) and while dats upgradin to next stage build the rest of the gens o and put scouts in group so there will b six and hav them little ways from base to delay the rush (if they do) and wen ur hq is done wif its upgrade build the machine cult (dont research anything for req the req comin in should b enough and i say this becuse it takes alot of power and wen u can at 200req u should upgrade to second stage in power,,,and wen the machine cult is done spam dreads yes i siad it spam dreads...by this time it should b around 4:25 seconds (well thats wat it is wen i play) and u should b gettin first dread and i no most rushes can hit u before then like around 3:50 seconds but hav ur builds keep repiarin ur machine cult the hq will b fine till u get ur first dread and use it to defend of the rush(i no dreads get pwned by sm missle luanchers and i no dat is iritating but this works great agianst ig choas(exspecially) orks eldar necs and tau sm can get rocket 2 fast Cry o yea dont forget to constantly upgrade to more vehicle cap while a dread is building...and if u want to no my other trick to takin out them pesky rocket luachers by the sm post a comment or somtin bout it becuse i gettin tired of typin this tonite and i no this strat might not b perfect and if u want to see it in action look for me my name on dow is [USM]Blizerik or Supreme_Eldar or [TBG]Gh0st


and i no this might not b the best strat or tatic but it works great for me Rock Rock

any questions feel free to ask !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!

 #312 - Adon on the strat above - 08-02-2007 at 10:43
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
to deal with the sm missile launchers, use your scouts! Just equip the buggers with sniper rifles and break the rocket squads
thats how i do it

 #313 - 08-08-2007 at 12:06
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
At last! Someone gets it! big grin

Yes, I'm shocked by the underusing of Space Marine Scouts with their Sniper Rifles. I mean, even when not infiltrated they'll give your Marines a hell of an easier job in fending off rushes. Most basic squads go down to around 40% attack power when broken, at most. If you've churned out just a single scout squad with snipers, your two/three Marine squads can take on much larger forces and still win.

 #314 - effective tau strat - 08-11-2007 at 09:06
bolger
From: (dublin)
Joined: August 11th, 2007
Posts: 1
hello im looking for effective tau strat against other races1 ANY INPUTS??Two Thumbs Up!

 #315 - tau strat - 08-14-2007 at 06:02
brother_captain_alaric
From: (spalding)
Joined: August 13th, 2007
Posts: 2
i found this 1 for tau. u bulid a few squads of steath suits and capture loads of points, then you make two devil fish and fill them up with fire warriors at full squad strength then u make 2 hammer heads and as many sky rays as possible. send them all in to the enemy base and unload the devilfish and the fire warriors will be realy effective at taking down the enemy troops, and the hammer heads and sky rays can worry about the buildings

 #316 - 08-15-2007 at 06:15
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Hate to rain on your parade but... uh... Necrons? Imperial Guard?

First of all, think about it. You have Hammerheads, they have their Tank-Busting vehicles. A decent IG player will have pumped out heavy wepaons squads and a couple of Leman Russes, not to mention Missile Turrets. Your two squads of Fire Warriors would drop like flies with flu. You might want to get the ranged men tied down with a couple of squads of Kroot Carnivores. Maybe invest in a couple of Drone Harbingers instead of Hammerheads pick the Kauyon post and spam drones + Kroot like never before.

 #317 - 08-23-2007 at 07:57
billyb0yb0b
From: (ipswich)
Joined: August 23rd, 2007
Posts: 8
i think this is a good stratagy but its up to you guys relly lol

well if u have a map that has a hill wiv to walls on each side. you build turrets on both sides make it 2 layers first machine gun then missle.

then you get as many men as possibal mix it around so you have anti tank men and anti troop men put them on the front lines then lure them back threw the the 2 walls making them open to missle fire and they will be losing men then you turn around and chrge them. comment on it plz

yeah boi!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Rock

 #318 - 09-05-2007 at 06:55
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
This map you mention... I take it you mean your walls as in any natural chokepoint?

I'm also curious as to the sort of army you're facing in this example. I suppose it would work with Orks, and possibly Tyranids, but any army with a shred of ranged competency could quickly withdraw from turret fire and pick them off at will. Splitting the turrets into two groups would effectively half the strength (duh smile ) of each group compared to one large lump in the middle. Yes, if your attacker was stupid enough to ignore the turrets and press on into your troops he would get severely beaten up. Then again, that's an amateur decision so... yeah. A single squad of Marines with rocket launchers, for example, could nip round the side (or even run into the middle) and deal with the turrets in a flash.

The way I see it, this is classic turtling. And if you're considering turtling as an option, you're probably playing as Imperial Guard (because, lets face it, they're the only army that can even remotely pull it off). Personally, if I'm taking this approach on a similar map I'd cluster your turrets in the middle in a 4x2 block (two rows of four), alternating between missile launcher and heavy bolter. For a decent defence you then want two heavy weapons teams on each 'wall', one lascannon and either a heavy bolter or autocannon (depending on who you're fighting). You'll need to position three Basilisks and your heavy weapons teams so that their maximum range is at the same point as your turrets. This is important, as you want a solid wall of firepower concentrating on as small an area as possible, mainly to stop enemy troops from building up and focussing their own power on your turrets. I'll see if I can whip up a little diagram, but don't worry if it doesn't come out right...

Basilisks
[] [] []


* # oxox # *
Wall----> --------------| xoxo |--------------



___________________________
Maximum Range

* = Lascannon Heavy
# = Heavy Bolter/Autocannon Heavy (allow more distance for the autocannon)
o = Heavy Bolter Turret
x = Missile Launcher turret


I hope that comes out right... Anyway, remember to keep a couple of chimeras full of troops and the rest of your armoured units just beyond the Basilisk, as you're going to want to roll out as soon as their attack begins to falter. The first rule of turtling is: always prepare for the counter-attack, whether it's yours or theirs.

Admittedly, this was fielded with 1v1 in mind. The addition of someone else hitting you at the same time can complicate matters, especially if they have some long-ranged hitters for taking out your turrets quickly. Also beware of Tau Stealthsuits creeping round the side and attackig your heavy teams whilst staying away from the turrets. Possibly post a Psyker near each group to lend a little support and spot infiltrators.

If anyone tries this, let me know. I've not played as IG in a while (lost my DoW:WA disk frown ) and this could actually end up backfiring on a huge scale.

- El Rob

 #319 - 09-05-2007 at 06:57
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Damnit, the diagram didn't work... Oh well, if you use your imagination to shuffle the Basilisks and turret line across to the middle of the wall, and spread out the heavy teams, you should get the gist. Better posting technology please, Filefront!

 #320 - The Only Chaos Stratagy You Will Ever Need - 09-07-2007 at 20:01
TheLegion
From: (Leland IL)
Joined: August 17th, 2007
Posts: 2
First off will I say that if you want to play as Chaos or any other race in Dawn of War you must be ready to be agressive in your fights I reacently decided that playing insane level coms isn't fun any more so I took the fight to you pathatic vermin. I must say it comes as no surprise to me that you are all just big talkers and not a one of you knows how to play the game in a style i'm used to. For starters you have to micromanage and i'm sorry to say it but use a bit of balls when attacking and don't just watch the fight keep up in your war effort...Crush, Crush, Kill, Kill, Destroy, Destroy and Purge... Sorry got a little ahead of myself.

This is the stratagy I always use and it works so don't argue.


First off have your heretic start building a barracks then train another heretic to help the first, then train a cultist squad to capture the nearest point. By now the heretics should be done so train one Chaos space marine squad and send them to capture another point. send your heretic to build a listing post and one to build two plasma genarators all the while capturing points then build another Chaos space marine squad and use it to capture points then build a chaos lord and recearch the unholy sight for the cultist. by now you should have built all six plasma genarators and put listing post on all points upgrade your headquaters and if nessary fight off attacks after the recearch is complete build a sacrificial circle and a machine pit, the circle should be done in no time. Then Train two Korne Basurkers and level up your commanders at the circle. By now you should know where your enemy/enemies are. You should also been upgrading your listing posts and your power gathering tech. Start building up Defilers in Chaos mode as I like to call it (the one where they attack anything they see) and send them to your opponents base. All the While you should be attacking and Defending your base. Build another machine pit and barracks (you can use forced labor if in a hurry) then start sending new squads in Chaos mode just outside your opponents base while you start your attack with the units you have left and the first Defiler. You should continue to upgrade any units you send in I recomend sending basurkers and marines with a few horrors but the choice is yours. The main ingreant to this stratagy is your own ferocity use all that pent up rage that you have been harboring from the first grade when little Tony pushed you for having glasses and sorting when you laugh. This plan is fool proof well I shouldn't saw that because someone will end up messing it up somehow. But I have led you to a river of blood I can't make you drink.........In a perfect world I could but not in this one...........so sad so sad so sad BLOOD FOR THE BLOOD GOD

 #321 - 09-24-2007 at 06:21
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
Well, Duh?

I think someone has issues here, and I'm not talking about in-game ones. That, however, is not the topic of this page and shall therefore be left for trained professionals to work out.

Anyway. I may be wrong, but I might have fought you online before. Frankly, I could have played you a hundred times. I don't think I've ever played against a Chaos opponent that has not done exactly as you do now. Unbeatable? I'd go with laughable.

This horde of Defilers you're sending in. You expect them to survive for a while, don't you? What if your opponent (playing as Space Marines, in this example) has a squad of Marines with 4 missile launchers? Or Missile Turrets? Your Defilers wouldn't last seconds, let alone until the rest of your army arrives.

I'm curious to see that your strategy has no back-up plan. Supposing a Tau player legs it towards your base early with Stealthsuits (as they have a habit of doing) and takes out your cultists/heretics before Unholy Sight is researched? That's a bit of a stalling block, especially if you've not managed to capture the listening post in time. What do you do then? (As a quick answer, belt out the Lord as quickly as possible and charge the opposing base. 8/10 times they'll pull back to defend it.)

So yeah, how many of the previous answers did you read?
****
"i'm sorry to say it but use a bit of balls when attacking and don't just watch the fight"
****
I'm guessing not many. In case you've got the attention span of a guppy, I'll point out that in many of the replies I have posted above I've elaborated time and time again on the importance of a quick start, often to the point of rushing. Read before you comment/insult.

Oh yeah, and Little Tony didn't push you around because of your glasses, or laugh. He pushed you because you were an arrogant tosser who didn't seem to notice that people much bigger and better than you did not appreciate a little squirt acting above his station.

And I'd suggest a double dose of full-stops in your next essay. Makes it easier to read.

 #322 - tau - 10-14-2007 at 18:15
skyhusky13
From: (hobart)
Joined: October 11th, 2007
Posts: 52
have a mix of units in cover

 #323 - Inquisition strategy - 10-25-2007 at 18:44
warforger
From: (californa)
Joined: October 5th, 2007
Posts: 178
ok the inquisiton is not very good when it comes to defence, there are no turrets except those on grey knight teleporters, and strategic points. ok as someone said every dafence has a weakness, and the Inqusition is not a very good defender, so build as many inquisitional tribunes at key points(inquisitional tribunes are the only thing inquisition has to a turret, they slow down the enemy, and if upgraded can deal a good amount of damage together, so put them with inquistinal storm troopers and you got a pretty good defence. for attack make sure to have a good number of grey knightsBeer! Beer! and dreads, along with that put some reseres for the land raider, its good,(you can deep strick it too making it even better) make all the essentials put grey knight commander with the grey knight term squad, make plenty of grey knight squads to fill you pop, now your ready for battle go ahead and attack any strategy you like

 #324 - 11-09-2007 at 07:52
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
No more comments? frown

This post has been empty for a while... can the admins remove the first three quarters or so?

If you really need a reason, it'd at least save a small amount of database space.

 #325 - what do you think of how i use rhinos? - 11-20-2007 at 12:29
warforger
From: (californa)
Joined: October 5th, 2007
Posts: 178
ok i play dark crusade, and i make as many rhinos as i can(as they take no space in the vehicle pop) then when im playing , i send them in the front as shields, or something else for my enemy to shoot at

 #326 - pwag - 11-23-2007 at 12:33
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
I think they wil get in the way of your own army as much of your enemy's
they zrn't that much of a decoy 'cause they can only take a missile or two

 #327 - response - 11-29-2007 at 20:03
warforger
From: (californa)
Joined: October 5th, 2007
Posts: 178
well this makes your army last longer and the player dosent notice, or thinks that it has someone in them

 #328 - 12-04-2007 at 04:01
El_Rob
From: (Bristol)
Joined: January 11th, 2007
Posts: 40
I'd agree somewhat. They are fairly useful as distractions (more so against AI players, I feel), but of greater benefit would be to attack and then send them around the flank -making sure that the enemy sees them-. If you see a few Rhinos heading straight for your base you're going to pull some troops back, right?

A couple of things though. Make sure that you don't have so many troops on the front line that the enemy can easily see that the Rhinos are empty. Also, they are very fragile, so get them running (drop a smoke launcher as you go past) as soon as you're spotted.

 #329 - he he he - 12-17-2007 at 16:42
z216ero
From: (wareham)
Joined: December 15th, 2007
Posts: 5
he he he, you could do that, or you could build like, three of the chapels at the beggining and just put them on repeat build, and put the rally point in the middle of the enemy base, then the enemy will be too busy trying to defend whilst you build up your defenses, either that or they'll get squashed

 #330 - here's a proper method for taking out necrons - 12-17-2007 at 17:01
z216ero
From: (wareham)
Joined: December 15th, 2007
Posts: 5
use snipers, necrons are so slow that they are taken out in an instant, get about 5 squads as space marines, 2 or 3 as eldar, about 5 for tau, use assasin obviously for imperial guard (note dont use imperial guardsmen agains them without grenade launchers! they suck and the necrons will get close enough for close combat) then put your snipers on top of a hill and put them on stand ground, and when the necrons get close enought to shoot you, move back, (note, although the imperial guard can only have one sniper he can have amazing range because of the special ability that doubles his rane and increases damage, use it!) also for orks, just send in looted tanks to use artillery fire on them (same cam be used for any but is best with orks or imperial guard(earthshaker)) beer! beer!

 #331 - ?? - 12-19-2007 at 15:33
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
2 or 3 squads of snipers as eldar??

I don't know witch version of DC you play but you can normally only make one sqaud

 #332 - OMG - 12-19-2007 at 15:36
Tom_Son
From: (Deinze)
Joined: May 5th, 2007
Posts: 12
Well i've been asskicked by a tau player who used skyray's to bussy my army and sneaked up to my base with like 10 stealth squads who do a suprising amount of damage when in large groups. The map (bottleneck in the center and enclosed base) really allowed him to position his skyray's so i couldn't get past them.
but still i was very suprised as to how effective stealth squads are at baseraping.

 #333 - reply to tom son and other stuff - 12-20-2007 at 16:30
z216ero
From: (wareham)
Joined: December 15th, 2007
Posts: 5
sorri, i got mixed up with winter assault, but yeah, one will do, it'll do it a lo slower tho. okay, thats that. i accidentally found another strategy out, i was fighting eldar on insane, (winter assault not dark crusade) and it had enabled shroud, and i know that some troops can see them, but it is a heck of a lot easier this way, for this you must be space marines or imperial guard, although it works better with marines. first you get a force commander (commander squad) then you build up with tech until you've got orbital array or whatever it's called (or regimental command) (get where i'm going?) then you send your force commander (command squad) to where their base should be, and select orbital bombardment (strafing run) and voila, watch the fireworks and you're enemies' destuction. oh also i admire that guys technique who beat you with tau, he's a clever guy.
signed: now where did i put my detantor?

 #334 - i foudn it coz i was annoyed so i used it randomly - 12-20-2007 at 16:32
z216ero
From: (wareham)
Joined: December 15th, 2007
Posts: 5
smilewinkfrown i forgot to put that i found it like that, just to say

 #335 - Response to the proper necron killing strategy - 01-05-2008 at 21:55
warforger
From: (californa)
Joined: October 5th, 2007
Posts: 178
dude i rock with crons, to overcome this strategy, i would send destroyers which are just as fast as land speeders, they will kill your guys before they get to close. plus i can deeps strike flayed ones and rienforce the destroyers

 #336 - plus - 01-06-2008 at 19:51
warforger
From: (californa)
Joined: October 5th, 2007
Posts: 178
with the ork and ig strategy i would just send heavy destroyers to kill the tnkas or, i will send lord destroyers to posses your vehicles, man destroyers pwn dude

 #337 - necron strategy with eldar - 01-13-2008 at 10:23
warforger
From: (californa)
Joined: October 5th, 2007
Posts: 178
i was thinking when i saw a haerqluin attacking some assualt marines, i saw some other guys wondersing what strategy to use against the necrons with eldar, truth is eldar are a under-used army, there a great one on of the best relic units also, but use haruqlines there fats in HtH againts crons then get some dark reapers to shot the warriors or anything else in cc with the harqliuns

 #338 - dude just build and conquer wats so hard chaos strategies - 01-13-2008 at 16:57
buddy1525
Joined: January 13th, 2008
Posts: 4
i mean u build a 3 meat shields 3 servantsmake servants build chaos temple then armory uprade hq during this happens meat shields get srategy posts and use the extra servent build listening posts and upgrade once everythging built build turrets from where enemys can attack like 2 or 3 then gatrher forces and surrond he enemy base!!!!!!!!!!!!!!!!!!!!!!!! good luck

 #339 - #2 suggest something + an excelent defense for space marines - 01-14-2008 at 22:41
Falkon_92
Joined: January 14th, 2008
Posts: 1
#2, you have only criticized the strategy #1 said. Insteaf why dont you give us a solution? In my opinion, turrets do work, you should put them near the listening post of the strategic points next to your base. Some of the turrets put them as rocket lunchers if tanks attack you, just in case, and leave the others as machine guns so you can easily destroy enemy units. This combined with the listening post, with the upgrade to level 2, will perfectly defend your base. If they attack you with everything, build more turrets, but have always some units or tanks to defend your base if they detroy your defenses.

If we are talking about a rush, a listening post upgraded to level 1, with 2 turrets with machine guns, without the upgrade, will keep your base safe, however, having one or two squads of space marines will help, just in case.

I have tried both of these defenses in online games, and i have played many many times online, and they work, of course not 100%, since there is no defense that will stop you form everything, but this defense keeps your base safe in most of the cases.

PD: Having a commander inside your base will help to watch any scouts with infiltration abilities trying to see what you have in yout base, since commanders can see infiltrated scouts.

 #340 - What you want - 01-16-2008 at 15:50
buddy1525
Joined: January 13th, 2008
Posts: 4
just tell me wat u want strategy for Necrons,Chaos,space marines,etc

 #341 - chaos strategy - 01-16-2008 at 16:26
buddy1525
Joined: January 13th, 2008
Posts: 4


#=Enemy
# #
# # # # #

D D D
e v e v e v e
T T
T=Tank or predater! D=Defiler! E=chaos marines! V=rapters
maybe more chaos marines but its a good strategy

 #342 - Strategies - 01-21-2008 at 08:03
Vostroyan_68th_Company
From: (Barry)
Joined: January 19th, 2008
Posts: 32
Mines can be very useful. Because the enemy dont seem to be too bright just put a
load of mines in a choke point and some bolter turrets behind them. There for enemy goes boom and gets killed. Any which blast over the top, get wiped out by the turret, if they dont decide to go back to the mines.

 #343 - Tau Rush - 01-23-2008 at 18:09
TheUnNamedOne
From: (Dunedin)
Joined: January 23rd, 2008
Posts: 1
This is a Tau rush i play often online.

Get the builder to build a barracks then a plasma generator.
At the HQ building make 2-4 stealthsuit teams (depends on how many points thyere are to cap)
When the barracks is built, start getting vespids from the HQ and Commander from the barracks.
when the Vespids are done, reaserch jetpacks from the HQ, this gives your commander, vespids and suits more mobility.
when your have the Commander and the Vespids done, go harras the enemy, buy the commander a heavy flamer and also start getting fire warriors from the barracks so you can give the commander and vespids backup.
while you are harrasing, build another generator, then start building listening posts, when you have at least 3 posts build another generator (should have 3 gens now) then build the upgrade building (i forgot its name) and research advanced pulse rifles (the one that makes fire warriors do more damage).
Now you have more population, get another 1-2 fire warrior squads.
Next you should be building a vehicle beacon, and getting the other gun upgrades for the commander.
when the vehicle beacon is built get 2 skyrays.
The enemy should be dead by now, if not there is no specific thing to do, you could build the mont'ka and get hammerheads and battlesuits to finish them off, or you could get Kua'yun and get more upgrades for your fire warriors, and krootaxs and kroot hounds to provide backup.

 #344 - boo tau - 01-26-2008 at 05:39
buddy1525
Joined: January 13th, 2008
Posts: 4
tau has good defense i wont lie but itg attack is so weak u have to have every little thing to make them strong andd theen all u need to do is have a lot of dudes and destroy tau base like if im chaos and ur tau all i need are 15 chaos space marines daemon and and thde bigger deamon that i forgot wat it called with 2 predaters and 4 defilers

 #345 - 01-26-2008 at 16:05
marcushall99
From: (stockton ca)
Joined: January 26th, 2008
Posts: 6
i need help with the object editor can some one help me pleasefrownfrownconfused

 #346 - Chaos strats for WA! - 03-01-2008 at 16:06
mak_D
From: (Rialto CA)
Joined: March 1st, 2008
Posts: 2
kay! i did alotta research on Chaos on other forums because i love Chaos.

-Cultists suck period unless u can give them grenade launchers. then theyre good for support and spreading out an enemy force.

-In WA CSMs are downgraded only to heavy bolters, but are still very useful. people tend to ignore the CSM cc abilities thinking that theyre only good for shooting, but theyre not. adding champs, researching power swords, furious charge, and purge the weak can make them usefull in cc (dont forget to use furious charge during a cc brawl.)

-Getting from tier 1 to tier 2 is quick and easy as cake! in fact getting to tier 2 with chaos is faster than any other army. but can result in wasting alot of resources once tier 2 is researched. so a generator at the very begining helps, and getting as many lps as quick & possible can keep your econ boomin!

- New introduction to WA for chaos is the berzerker squad, and OMG can he kick ass! Available @ tier 2, his cc abilities are off the hook! So get to tier 2 as fast as u can to get these guys and have an edge over your foe. great when lord or sorcerer is attached. He'll be still makin his first marine squads when u get these suckers out to smash em with.

-Heretics are wimpy builders but their forced labor is the only thing that can give u an edge. work em near death to make sure you got your barrack and armory finished before anybody else! (remember getting to tier 2 in the fastest time is Chaos specialty and the heretic's forced labor ability supplements this.)

- predators + horror squads = perfect match of anti vehicle power. Since horror squads are very vulnerable by themselves, and predators alone against other heavy vehicles wont get the job done as effectively, put em together to make an effective anti vehicle blitzkrieg. (blitzkrieg is german for the mix of tank and troops to create a versatile force.)
*(chaos projectiles research makes preds even more deadlier without having to tech it into a laser tank as in the first dow.)

-the defiler is a multi talented walking machine that shakes. Its auto cannon is the strongest weapon it has in a ranged stance, which means you have to move it up kinda close to use its auto cannon effectively. it doesnt excel in artillery but it is useful at times. Its cc power is also very effective, so use it's cc to take out anti vehicle troops or anti vehicle... vehicles (lol). its still kinda fragile compared to a predator.

 #347 - Chaos ups and downs in dark crusades.. - 03-02-2008 at 09:26
mak_D
From: (Rialto CA)
Joined: March 1st, 2008
Posts: 2
ok so there have been alot of downers for the Chaos in DC Puke! well, other armies like the IG have been downed alittle too.
------------------------------------THE BAD NEWS----------------------------------------------------
For chaos, many things have been changed and few are for the better. Infiltration is now individually researched and available only on tier2/tier 3 (i forgot which tier :furioussmile although CSMs in infil. can shoot while Infiltrated, its a little too late in the game to get anyway. The predators are back to upgraded laser tanks as in the first DOW, The chaos projectile in WA made preds equally good against infantry and vehicles, now we have to choose whether to keep our tanks conventional or laser, again. Possesed's and Obliterators are very limited. You can only make one squad each, so tier 3 for chaos is greatly damaged by this.
-The only units that chaos have now that can see infiltrated units are cultists.... nothing else!!! that means im gonna need to protect my bald headed squad all throughout the game if im going against an army with effective infiltration units. and that is just an unacceptable waste of infantry cap!
- AND THE NEW UNIT IS..........DAEMON PRINCE??? Cry
Definitely not what the Chaos need after all these downgrades in DC.the daemon prince to me is like the baby bloodthirster, it makes me proud to have them both out at the same time.....just for fun, sadly, nothing serious. The daemon prince is very weak compared to the bloodthirster, believe me ive seen the 1v1 videos of it against the avatar. but its still enough to accompany your BT. and what... its got 5000 hp? or around there. (forgot)
(my suggestion for a new unit in DC would be a new vehicle, or at least an upgrade for the rhino to make it versatile... guns would be really really nice for it.)
- THE GOOD NEWS------------------------------------------------------------------

-CSMs can now finally choose a different weapon, they can choose from the heavy bolter or the plasma gun. now they can effectively chase units and shoot on the run with the plasma.

- Its now faster to get to tier 2! just make the barrack and there you go! berzerkers are your only hope as tier 2 infantry now so attacking early with better troops than your enemy has in tier 1 will definitely help.

-Berzerkers new perk. It is a loud roar that makes any other enemy units flee from you automatically. Great if you have alotta support fire, or if your trying to save some time by an enemy rush.

 #348 - Use Video Games sparingly!! - 04-10-2008 at 07:54
FrogOro_Volver
Joined: April 10th, 2008
Posts: 1
Pimp! Restraining my ardent antipathy towards forums, I cannot help but feel animosity towards the artful game developers that addicted you to Dawn of War... Sure, you may have become adroit at this game but is it really worth the feeling of being abashed in front of friends. Taken with abysmal grief, I tried to abate the adulteration happening in this forum. Avowing that it is an axiom that all members on this forum have no life, I suggest with the grandest gesture of altruism that the only way out of game addiction is self abnegation, also known as abstinence. Anybody with acumen will not be adamant and heed my words of wisdom.
Thank you El Rob for your adulation...

 #349 - everyone in here had no idea - 04-13-2008 at 18:00
forcedevil
Joined: April 13th, 2008
Posts: 2
wtf is wrong with all these noobs they must play against std computers. i play on insane and for some stupid reson thats harder that versing normal people like wtf? where is the challange? i just kill peeps in less that 8 mins most of the time ffs!!

 #350 - 07-26-2008 at 07:05
Tmoulus
From:
Joined: July 2nd, 2008
Posts: 37
I play on harder (or hard on the skirmish ai mod) and you people just don't understand how aggresive the ai is do you? Let alone good players, they ALWAYS attack and disrup the oppents ecomany, you need to do the same to them before teching.

 #351 - 08-24-2008 at 18:40
biogenetic24
From: (kentucky)
Joined: August 24th, 2008
Posts: 2
here is a good defence get a whole bunch of ur guardsman with the sandbag and line them up then behind them put some leman russ tank and some basilik to give the enemy the maximun damage. then 2 attack ur enemy get the special on the impirial the big tank thing and the commander squad a assasin and orgy's and some guardsman with the automatic rifle put them inline like this the assasin because he can scout the area and cannot be spotted then put the big thank next and then the commander squad and the orgy and then the rifle guys use the assasin on scouting and killing long range enemies use them 2 find some target for ur CS and then bring out the big tank blast all the enemies before u do that let the tank destroy all the defence turrets so the men wont die fast

smilethis is the strategy i use it will surely work promise on my dead dog's grave

 #352 - Raptor rush ? :confused - 08-26-2008 at 05:33
RedXb
Joined: August 26th, 2008
Posts: 1
hi guys i was reacently playinga 2 vs 2 with my friend, we where both playing SM and building up forces i currently had 3 space marines starting to reiforce to full, and a player suddenly rushed me with 2 squads of choas raptors and some cultist, my marines got massacred, i managed to build another base in friends base (and pretty much defended the hole base for him with a decent defense force for him) but mostley i am wondering if any of you 'good players' have heard of this stratagy, how to defend from it or the details of atchully using it? thanks guys smile tyvm frown


Resistance is Futile!

 #353 - why u all use marines they get pwnd - 10-27-2008 at 14:50
lordowen
Joined: October 27th, 2008
Posts: 1
use tau if u are good with them space marines just get owned by them especially by hammerheads !

 #354 - Chaos doubt!!! help - 11-28-2008 at 15:21
Slipdro
From:
Joined: October 19th, 2008
Posts: 4
Hi all!
So..maybe you guys already said this here before but to be serious i didnt read all your comments and my english its not very good ( i know sorry)
so here´s my question...
Im a Chaos player ( FOR CHAOS) Not a noob..but not a pro too..im a standart player i guess.
The game started and normaly i atack with my chaos lord just to keep enemies ocuped when my "army" capture points... So.the game move on..and all my attacks were uselless!!(sometimes i win) So..something like 15 mins both sides have EVERYTHING in the MAX and my enemies stand in their base holding with all weapens ,machines, heavy bolters and stuffs like that, then i decided to attack (with Bloodthrister, possessed marines, predators, obliterators, daemon prince everything!) but is allways uselless! they kill all my army in seconds! Including bloodthrister and i swear im not a noob, i know every attack estrategies with chaos ( not begginig strategies) and i cant destroy their defence!. I usualy started very well, i make 2 berzerkers very quiklly with a predator + chaos lord+ sub-boss...+ horror squads..and actually i make some damage....but it´s not begginig fault ...
And i hate play on defence! Chaos were made to attack! were made to see blood!
It just...i cant defeat one team that are playing on the defence with all army....like marines, sisters..... or maybe orcs shooting!
HELP
( sorry my english)

 #355 - Space Marine heavy bolter tactics - 05-15-2009 at 02:43
CrimsonThunder
From: (Lincoln)
Joined: May 15th, 2009
Posts: 2
On dawn of war dark crusade i buld up lots of normal space marines and find a crater near the enemy stronghold then i give my guys all heavy bolters but i also give 1 squad missle launchers. This tactic works realy well agaist orks and its funny whean alll your guys unlish shots on 1 squad of orks killing them all in a second LITURLY

 #356 - People are still raptor rushing? WOW - 09-12-2009 at 10:12
Ldude90
From: (Virginia)
Joined: June 24th, 2006
Posts: 199
#352, look WAAAAAY up at an ancient post of mine. stick out tongue

 #357 - 10-11-2009 at 07:41
Sovi
From: (Prince Geogre, BC)
Joined: August 13th, 2009
Posts: 44
this old indeed

 #358 - this is best for space marines or chaos qs ONLY - 04-24-2010 at 01:26
esentie
From:
Joined: April 22nd, 2010
Posts: 1
when you start off make 2 more servitors and build 2 genorators and a barracks with one on each building then just make as many space marines as you can without upgrading to get my squad cap

 #359 - Just 1 advise :) - 06-12-2010 at 03:16
Moreaso
From: (Alkmaar)
Joined: July 10th, 2008
Posts: 16
Learn youre hotkeys , makes you a very fast builder of everything.



When posting comments, you must follow these rules:
  1. No "Yay I got First Post!" posts, no exceptions and no matter what other content the post has!
  2. No Pornographic Material. Any sexually oriented imagery or links to such content will not be tolerated.
  3. No Warez or Illegal Software. This includes linking to software, posting about it, and suggesting to get it.
  4. No Cursing or Swear words. We encourage you to use our comment sections as a forum to debate files, news, etc., but please use proper adjectives to express yourself. We will not tolerate abuse upon another member or author.
  5. No Attacks / Retaliation of any kind against a member, or group of members.
  6. Please do not advertise for other sites or forums here.
  7. Maximum of 3 smileys per regular member.
The high interactivity of this site should be considered a luxury, not a right. If you cannot follow these simple rules, you can and will be warned or banned from the comments, site or the entire network for any period of time.
Now enjoy yourself and behave!



  • Register: To get your own Username, click here!
  • Forgot your password? click here!
  • You can use UBB here!
Username:     Password:  
Remember my username and password
Comment Title:
Your comments for this Document please:


 Latest Files
 » broken city (1.0-1.2)
 » WH40k Deuce Sava.. (2.1)
 » Cultist's Tren.. (1.2.4)
 » DoW Dark Crusade.. (26a)
 » Dawn of War: Dark.. (26)
 » Desert Outpost (v1.0)
 » DoW Invisible Co.. (1.0)
 » Rainbow Marines .. (1.0)
 » Banners & Badges (1.0)
 » Cannon Pass (1.0)

 Latest News
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..
 » Weekly Poll Results ..

 The Network
 » Gaming News
 » Game Demos
 » Game Patches
 » Trailer Videos
 » Gaming Forums

 Game Portals:
 » Age of Empires 3
 » Aliens vs Predator 2
 » America's Army
 » ArmA 2
 » Armada 2
 » Battlefield 1943
 » Bridge Commander
 » Brothers in Arms 2
 » Call of Duty 4
 » Command & Conquer
 » Company of Heroes
 » Crysis
 » Counter-Strike: Source
 » Dawn of War Series
 » Day of Defeat: Source
 » Diablo 3
 » Doom 3
 » Elite Force
 » Enemy Territory
 » Fallout 3
 » Far Cry 2
 » F.E.A.R.
 » Flight Simulator X
 » GTA San Andreas
 » Half-Life 2
 » Halo
 » Jedi Knight 3
 » Knights of the Old Republic
 » Left 4 Dead 2
 » LOTR: Battle 4 Middle Earth
 » Medal of Honor
 » Operation Flashpoint
 » Quake 4
 » Red Faction: Guerrilla
 » rFactor
 » Silent Hunter 4
 » Sins of a Solar Empire
 » Soldier of Fortune 2
 » S.T.A.L.K.E.R.
 » Star Trek: Legacy
 » Star Wars Battlefront 2
 » Star Wars Empire at War
 » StarCraft II
 » Starfleet Command III
 » Supreme Commander
 » Team Fortress 2
 » The Elder Scrolls IV
 » The Sims 2
 » TrackMania United
 » Unreal Tournament 3
 » Warcraft III
 » World of Warcraft
 » X3: Terran Conflict

You got served by in 2.4011 seconds using 8 MySQL queries and 13 includes
Copyright © 2013 FileFront, Inc. All rights reserved.
Design by Jos Jongejan aka Pro-Filer & Nathan Allones. Use of Dawn of War Files materials is subject to certain Terms & Conditions.
TM & © 2013 Games Workshop Limited All rights reserved. Warhammer 40,000: Dawn of War and related marks are trademarks of Games Workshop Limited.
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.