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Dyntheos
1st Oct 04, 11:56 PM
Under Siege

IWAssassin
3rd Oct 04, 10:15 PM
Under Siege [Assumes Easiest mission setting]

A lot of things happen real fast in this mission. Immediately once the mission starts, have your two Marine Squads capture the strategic points where they are stationed. Build another Marine Squad, which will reinforce the northern Strategic Point, and have the servitor stationed at the southern point build the three Heavy Bolter Turrets that have been dropped. Have your other servitor build an Armory.

As soon as you have the armory begin research on Increased Heavy Weapons and upgrade the Headquarters building. I recommend building another servitor and Marine squad at this point, sending the Servitor that built the armory to the northern strategic point and build a listening post and turrets. You’ll need a lot of turrets. Once available, upgrade 1/3 Turrets to Missile Launcher Turrets as you’ll be seeing a lot of Rokkit Launcha Wartrakks attack, and Heavy Bolter turrets are doomed against them.

With your new Servitor build five additional power generators, you’ll need them once you start exploring.

Additionally pump out Marine Squads till you have six. Four armed with Heavy Bolters, two armed with Missile Launchers. Have them defend the two besieged strategic points until both strategic points are surrounded by eight turrets, two or three of which should be missile turrets.

Now send all Marine Squads to the bottom strategic point, where you’ll start leapfrogging out to the northeast. When you reach the first new strategic point you should be informed of a misfired Machine Cult. It is located to the southeast of that position. If you can hold that strategic point, send a Servitor over to build the Machine Cult. You’ll then want to pump out two additional Dreadnaughts [which cost a lot, so you’ll need the additional power from before]. Upgrade all three Dreadnaughts with Assault Cannons. From here simple leapfrogging should clear out the map. Assign the Dreadnaughts to both groups as they can fire their assault cannons on the move and want to be in front anyway so they can get into melee.

After capturing each additional strategic point, build a listening post and four heavy bolter turrets to defend it. Orks attack in huge waves, and you need a lot of firepower to take an ork squad down before it reaches your lines and starts doing incredible damage. Since they keep coming even a little damage each wave adds up fast.

The real trick is fortifying your starting position early. Once it’s certain the Orks are no longer getting an upper hand when they assault your base, venturing out shouldn’t be too dangerous so long as you leapfrog and have some Dreadnaughts for support.

Kingrat
6th Oct 04, 10:56 PM
INSANE-DIFFICULTY NOTES

a) Upgrade HQ with Monastery Add-On as soon as possible. Delaying on this matter will really hurt you -- you need the Missile Blaster Turrent upgrade ASAP!!

b) Of the two Strategic Points where the marine squads are first located, consider ditching the Left until you can secure the Right. Build 6 turrets on each of these two points (3 Rockets, 3 normal)

b.1) If you ditch the Left strategic point, then focus building at least 3 rocket turrets around the strategic point nearest the Chapel while you pump out Marines.

b.2) If you intend to keep the Left Strategic point, you must quickly send your Servitor to build turrets around that position, and at least 2 additional Marine Squads with Rocket Launchers - timing for this is crucial, as a wave of Ork Launchers will swamp your most vunerable points.

b.3) As long as you protect your base and one of the forward strategic points, you can make a comeback.

c) Send one Marine Squad to capture the Strategic Points on the high walls, the most extreme left and right points. You should upgrade the Listening Post, but dont place turrets on them.

d) Two squads of Scouts (with Rifles) can be placed along the wall where your two Heroes are located. As long as its an infrantry attack, use anything to destroy Morale. I would recommend scouts blasting from the walls, combined with flamers-equipped Marine Squads below.

e) You can win with just 4 Marine Squads, attach your Heroes to close combat squad (flamers,plasma) and the other 2 squads should be long range missile squads.

f) Move south-west to capture the Machine Cult with 2 squads + Scouts (if available)

g) Produce 2 additional Dreadnoughts, and upgrade the assault cannon.

h) Use 2 Dreadnought + 2 Squads to attack from the bottom of the middle road to its centre. Remember to leave the Dreadnoughts in hold position+assault stance, they will rip apart waves upon waves of Orks by themselves, keep your Marine Squads to take out vehicles,turrets.

i) Basically the mission is won when the first two forward strategic points are decked with turrets and cannot be assaulted.

j) Speed is crucial, but dont despair if the Orks overrun you, as long as you can defend tooth & nail at the base, you can repel the attackers.

Thats is why I just love this game : by trial and error you can utilise a good strategy the next time you replay the mission, BUT the game doesnt punish you outright, if you screw up certain points, you can always fight to a comeback.

I remember after getting the Dreadnoughts and then having my Marine Squads overrun by a huge wave of Orks, which washed like rocks against the metal Dreadnoughts ( I had them on Stand Ground+Ranged, this mistake almost killed me), when I switched stances to Assault+Assault, Orks were flying everywhere!!

Bottom line, my Dreadnoughts were at red health level, Servitors healed them up and my Marines were reborn to take victory.

The game is sweet, I am playing the game first time and with Insane level setting ( I figured the Demo was at normal level setting, and I wanted a more furious opposition)

BrianGeneral
9th Oct 04, 5:13 AM
Prepare for serious turtling after you get the 2 SP which your forces are there.

Grab both points,and have at least 4 turrets,2 Missile and 2 Hvy Bolt.

Pumping Marines from behind,then arm them with Hvy Bolt+Missiles.Guards all use Grenades.

Get scouts to the right and retrive the Machine Cult,get a Serv to finish it,get Dreads till full.

Now the problem will be finished:Scout first,Dreads+Marines in behind=Havoc in Orks base.

Beware of Bomb Chucka Wartraks,they're painful Morale breakers and marine Killers.

NotAClue
12th Oct 04, 1:43 AM
If you're like me and don't like hectic melees against Orks, here are some things I did that really helped me hold my base against the initial rush.

1) Moved the IG squads up behind the walls above the 2 base entrances and maxed out the PGs (since their 'flashlights' are basically useless against Orks). This way they can provide good hitting power while taking minimal casualties.

2) Moved the SM squads back up into the entrance ramps about halfway up. This way all Orks get funneled into a kill corridor which really cuts down on the SM casualties.

I did the above on both sides and turtled until I could hold the 2 SPs just outside the entrance, but I would bet that you could just do this on the left and hold the right.

Xpianus
21st Oct 04, 11:09 AM
This works well on Hard mode (not sure about insane yet)

1st thing, place the 4 IG squads in the craters flanking the two forward strat points, group them all on one hotkey (I use 0, so they're out of the way) reinforfce them to full 15 man teams with 5 grenade launchers. This can, coupled with supporting fire from the local marine squads, hold off the initial infantry rush. Use the two marine squads already deployed as fire support, and bring your heros down to help hold the center. Their morale boost is essential.

Quickly build up the HBT's on the right point, build an armory in-base, and pop out 2 scout squads. Use them to cap resources (there are 4 more available in your base) so you don't get overrun while your full marines are praying to a flag.

Quickly get a level two monastary, and build another marine squad. The two forward teams should get upgraded to Missile launchers ASAP, to deal with traks. The third marine team is should get heavy bolters and help hold the center, as it seems the heaviest rushes come from there. (Sometimes the game sends a huge infantry rush up the right, watch for this. The left tends to stay quieter, but you have to be on gaurd for incoming traks. Maybe a missile turret, but its hardly essential.)

Once all points have upgraded listening posts, you have enough req to begin building an assault force. I reccommend 1 flamer unit, one heavy bolter unit, and 2 misile teams per attack group, with two attack groups of 4 squads (16 pop, +2 servitors +scouts).

Send the scouts forward, cloaked, to see the layout of the ork controlled lps. 2 simultaneous attacks against the left and right forward ork posts, well microed, will silence most incoming assaults from then on. Turn in and crush the center quick, then send the scouts and a servitor over to reclaim the Machine cult. Build 2 more dreads, and attach them to battle groups as you see fit. (I reccomend versatile stance, with the hold ground option, so they don't rush blindly in, but when your marines get threatened, they walk in and "regulate")

Next, do the same attack pattern again, left and right flanks fall, co-ordinated strike on the center from both sides. (This works well, as the center tends to be more heavily defended, and requires more troops.) As a hint, have a whole battlegroup on one hotkey, with a second hotkey selecting the missile teams out of it. This allows the missile teams to dedicate fire on Waagh banners, boyz hutz, and Ork LPs, while the other two squads (and the dreaddys) maintain supressing fire on any squads that try to attack.

After the six listening posts in the city walls are clear, you've "cleansed" the city, and you now have to venture outside and break the seige. Use some cloaked skull probes or scout units to find out what's going on outside, in fact, scout every area before you attack. Its just a good habit.

Again, I reccomend the two flank approach, as there are two breaches in the city wall. This approach minimizes incoming assaults, and basically makes your base ignorable. Sweep through, and have the two battlegroups meet in the middle, again, microing the missile launcher targets to take out the traks and any buildings in the way.

General tips:
Keep an eye on squads, flamer squads tend to get shot up, but are invaluble for breaking enemy morale. Pull them out when they lose too many marines, until the can be re-fitted.

Smite is good. Smiting large ork rushes scatters them, allowing individual orks to be shot in detail. It also seems that they die faster, and break easier, once they've been smoten.

Vary your squad's standing orders. An entire hotkey does not have to have the same engagement orders. Heavy weapon squads can be set individually to stand ground ranged, while flamers/plasma gunners can be set to hold or attack and assault stance. When the whole hotkey is selected, the icons appear as the averaged "aggression" for assault-ranged (ie versatile) and the distance will usually appear as a purple question mark. The individual squads, however, will follow their individual orders.

antialias
3rd Feb 05, 8:44 AM
On insane - massive sniper method:

grab the two points and build servitors (3 or 4) and 2 scouts.
put up listening posts while servitors finish the guns and one servitor builds an armoury. uprgade SPs as soon as possible. the two scouts should capture the left and right SP

upgrade the HQ as soon as the armoury finishes and research the heavy weapons upgrade. while you are doing this two servitors should be putting down power generators. the others should be building/repairing turrets. as many as can fit at each of the two primary points. the rear 3 turrets should be normal, all the other should be missile. use your heroes. don't bother with the guards. money spent on them is money wasted.

get one more marine squad and have all three maxed out on missiles as quickly as possible. This is important. the orks will come with loads of wartrakks. if you do not do this you will most likely lose.

put down listening posts on the other two points and guard the right one with two turrets (one missile and one normal)
do the same for the rightmost point in your base. sometimes a trak or squad sneaks past and starts chopping away at it.

here comes the fun part: after you have secured everything start building scouts like mad. get two plasma scout squads and all the rest snipers (10 sniper squads). max out all scout squads to 4 and get seargeants and full members for your marines.

go liberate the machine cult or just smash the left and middle base first. missiles take care of trakks (research targeting upgrades!) and buildings, and snipers can take down hordes of Orks in now time. have your heroes and the plasma scouts stay up front to CC anyone that gets close to your sniping squads. finish upgrading stuff.

get some dreads (if you want more you can just build additional machine cults. for every cult your max cap gets raised by 2! but the three you are officially allowed should be enough. I put guns on them, but that isn't really necessary (I just think they look cool)

If you want to take all the strategic points make sure you build good defenses around them. at least 6 turrets in a 2:1 ratio of missile to normal turrets should do the trick.

I'll try the 'mass sniper scout' approach on mission 4 next. lets see how it fares against the squiggoth :sniper: :sniper: :sniper: :sniper: :sniper: :sniper: :sniper: :sniper:

MasterOfMankind
30th Jul 05, 8:26 PM
Just send a starting space marine squad out there as soon as you can and get the dreadnaught. Have a couple of servitors work on the machine cult while the dreadnaught defends your base against the Orks, then produce at least two more dreadnaughts, followed by a supporting force of four Space Marine squads (maxed out, upgraded, each squad equipped with one each of plasma, rocket, flamer, and heavy bolter.) and a maxed out Imperial Guard regiment with all grenade launchers. Attach Isador and Gabriel to different Marine squads, fortify your base in your absence with three bolter turrets protecting a fortified listening post at both checkpoints, and launch your attack. Spread out and purge the city completely, then rush out the gates and overwhelm your enimies in a bloodfest of fury.