PDA

View Full Version : [WA] Order - Mission 4


Druidika
25th Sep 05, 6:35 AM
Final Journey

Masked Thespian
26th Sep 05, 7:53 AM
I'm trying to get through this as the Guard (though, perhaps just doing alone as Guard may be my problem) but everytime I attempt to advance anywhere beyond the base near the start (whether I capture the base or not - when you capture the base, it seems to be a trigger for the computer to send even more enemies to kill you) I get slaughtered. I do not seem to have enough firepower, even by draining the Valkyrie of all of its available troops at any one time, to give me a break from the constant attacks and thus give me the time I need to build my troops up.

Any hints?

Fritz
26th Sep 05, 8:25 AM
I also got stuck there. I thought that if I destroy the chaos base at the bottom they'll stop coming, but they seem to be coming off map...

Pergamos
26th Sep 05, 10:48 AM
I guess I got lucky and made it through the first try. Once I captured the base I don't remember getting rushed too bad. So I sat there and I started teching up and getting commissars, fill out the command squad, etc. I also brought along one (should have probably got the second one too) of the techpriests. And I would just regularly set him to repair the LR (and later the dreads that get dropped in). The AI wouldn't target the techpriest usually so he was able to keep working while everyone else was getting hammered. I ended up using the call convoy button to go along the bottom to the right side of the map, which was a battle to get to, but then going up the right side and then over to the gate in the center was pretty clear of enemies. Make sure once you get to the gate (the last one, the psychic gate thingy) and have to cap the critical point to open the gate that you are quick about it. My LR was about dead while I was capping it and getting a new techpriest out to repair the thing with like 400 hps left. Just try and keep the convoy moving along even if there is a mass of enemy troops. If your squads are getting low, pull them out and reinforce them (and call the convoy to keep them moving). The LR is tough (especially with the techpriest fixing it) and the Marines drop in replacements so I was able it leave them on their own for a little while to regroup. The Ultramarines drop in termies and dreads later on which makes life a little easier. Also, I think if you could get the convoy to head straight up north from that captured base it is also pretty clear of enemies (other than the Defiler sitting there) and you could avoid the mass of enemies along the bottom of them map. I wanted to go that way but I still hadn't figured out the call convoy deal yet.

Hope that is helpful, but I think I got lucky on that mission. Oh and I was playing on normal difficulty.

tayalltheway1
26th Sep 05, 1:28 PM
I found taking the convoy along the southern route stirred up a hornet's nest, so I kept the convoy moving up through the captured base and constantly towards the psychic gate. While my command squad stayed ahead calling the convoy and dealing with spawning horrors, a force of ogryns and hellhounds kept to the rear and dealt with the waves of enemies. Because the terrain created bottlenecks, this rearguard clogged the flow quite nicely. However, if your units block the path at all, the convoy will turn around, so make sure the convoy is unimpeded.

Fritz
27th Sep 05, 2:32 PM
Is there a way to increase the inf. cap of 10? You aren't allowed to build inf. commands...

Olgerth Istaarn
27th Sep 05, 5:38 PM
Fritz: Don't think so.

This mission can be rather easy if you destroy the Chaos Base at the map's bottom in the beginning. I put all of my men into the two Chimeras, and got a third Sentinel from the Valkyrie.

We followed the Marines and the Land Raider and stomped the Chaos base a lot. Then I sent a Chimera with a Techpriest and 1 IG platoon to follow the Land Raider, and the rest of us went to capture the base. The Chimera and the troops in it provided a decent enough boost to the Marines, and when the LR would get into yellow HP, I'd have the Techpriest fix it.

Meanwhile I hoarded influence and teched up at the base. When the LR was close to the psychic gate, I put a Kasrkin platoon and the General into a Chimera and just ordered it to drive to the Gate. As soon as I got the Gate open, I ordered the General to run to the other side and called the convoy. We went across even before the bulk of the Chaos/Ork assault got close to us.

RZetlin
28th Sep 05, 5:24 PM
Ugh. This mission is painful to complete.

I was able to complete the IG part, but not the Eldar's yet.

I find it best to allow the Land Raider to go though it's own path. Don't call the convoy, because you end up babysitting the Land Raider.

I don't recommend having the General take over the HQ, because the drop off plane can provide men and sentinels for free. If you take over the HQ there are not enough time to generate power and points to produce men to fight off the wave of enemies.

Masked Thespian
28th Sep 05, 5:58 PM
Well, I managed to get through, at last :-)

To be honest, I'm not too sure why I succeeded this time, but I'll give a brief account of it.

First things first, go straight to the Valkyrie and grab the last Sentinel and Techpriest. Take all of your troops and go and destroy the Temple and Listening Post. Then, get one of the Guard squads to captures the point (then build your own Listening Post on top of it) whilst the rest of your troops destroys the Turrets just to the south-east (though, after completing the objective, return to the Listening Post - do not go any further as the base there is near murder to get through).

Move your commander to just north of the Listening Post (though still "outside" the perimeter of the base) and trigger the Land Raider to move there - this is the default position I tried to keep the Land Raider in until I decided to move on from the base (every time I got the message that they needed to move on, I ran the commander unit to that spot and summoned them until I got the message saying they were following). It keeps them there for a few minutes).

Before you capture the base, ensure you are at maximum squads, Sentinels, and Techpriests from the Valkyrie, as it takes off as soon as you capture the base (no more free units :-( )

Having captured the base, your priorities (in order), in my opinion, are:
- Build 1 Commissar for each squad (3)
- Building at least 2 Power Generators
- Upgrading the base to tech level 2 and then 3

While you are doing this, you will be assaulted from the south. Using the Listening Post and the base perimeter as a natural choke point, and the fact that your enemies will be heading for the Land Raider, means you should be able to weather the tide (particularly if you have Commissars - their Execute command can be very handy).

Your commander unit will also have Daemons summoned near his position but he ought to be able to handle them.

When I moved on from the base, I had the following units:

Commander (+ 1 Commissar, 2 Priests, 1 Psyker - how's this for a load out, BTW?)
1 Troops unit w/Commissar, Sergeant, 1 GL, 2 PG
2 Ogryn Units, both w/Commissars and Bone 'eads
3 Hellhounds
1 Vindicare Assassin

I moved directly north-east, along the closest road that runs parallel with the NW border of the map. I encountered allied Hellhounds and other units along the way, whilst constantly being chased by enemies, and Daemons summoning in.

At the top of the map, you'll come across a Baneblade facility (Mars something-or-other). Capture it with your commander, and hold up there. Send your troops squad east until you come across a relic, and capture it (it's fairly near the gate objective). Send a techpriest up and build a LP on it - make sure this is fully upgraded for the following section. Once you've got the relic, start building a Baneblade.

Using the Space Marines as a buffer zone, start moving everything bar the Commander unit until you have surrounded the gate, then get the Land Raider to follow you to the gate. Once the gate opens, run your commander unit through (along with a squad/tank or two for protection from summoned Daemons) and coax the Land Raider through. Once this is done, the mission is over.

Whew... did I say brief? ;-)

Edit: Oh, I forgot to mention, this was on Insane difficulty.

RZetlin
28th Sep 05, 10:11 PM
Is the Eldar or IG suppose to win this round?

I hear the story is suppose to branch off in this mission.

I completed all the objectives for both races and yet IG won.

Focus on the IG first. Get all the Troops, Sentinel and Techpriest from the drop off ship.

Follow the path of the Land Raider and start taking down the Chaos buildings in the lower part of the map. It doesn't matter if your men dies off, you can get them for free from the ship.

Don't take over the HQ until the Land Raider is 3/4 part of the upper map. This way you don't have to pay for resources used on men.

Get two tech priest to tag along the Land Raider to repair any damage it sustain during battle.

Use the Convoy call to lead the Land Raider through the final gate.

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

The Eldar has it the worst, because they end up fighting the IG, Chaos, and Orks. Early in the game, tech up for Dark Reapers and Fire Dragons because you will need them.

Before you transport the HQ to the destination, clear the way using the Dark Reapers, Fire Dragons,Farseer and Counsel. You will encounter tanks, guardsmen, Chaos and Orks.

Before you reach your transport destination make sure there is a defense around the HQ because Ork forces are sent out to destroy it.

Thrud
29th Sep 05, 8:35 AM
How do you open the gates, they never seem to open.

Stupid mission. Why do you have to go through the gates when you can go around?

RZetlin
29th Sep 05, 8:43 AM
How do you open the gates, they never seem to open.

Stupid mission. Why do you have to go through the gates when you can go around?


You have to capture a relic point with the flashing red circle. The gate will open.

Get the General to go through the gate down the path with the red circle. Once the General is there, use to Call Convoy to get the Land Raider through the gate.


How do I get the Eldar to win in this mission? (E.g. Go through the Gate)

Thrud
29th Sep 05, 8:43 AM
Even more stupid, I get through, after relaoding it 3 times, the gate opens, and then I get rushed by impossible Chaos Marines, have very little left to engage, and get trounced on the way to the next gate.

The Land Raider goes at about 1mph being heavily targeted. Me having to constantly call it otherwise it trys to engage


HELP!

RZetlin
29th Sep 05, 8:58 AM
Even more stupid, I get through, after relaoding it 3 times, the gate opens, and then I get rushed by impossible Chaos Marines, have very little left to engage, and get trounced on the way to the next gate.


I guess you are talking about the gates at the lower part of the map.

Spend the effort to wipe out the Chaos bases on the lower part of the map. This will ease the Chaos battle.

Thrud
29th Sep 05, 10:13 AM
Already done!

They run in from off the map

Brenil
29th Sep 05, 11:45 AM
What difficulty did you guys that beat it play this on?

I've played the Order campaign on hard and didn't really have a problem until this one. I don't know if I bugged it or what... but my God I get overrun by numbers horribly bad.

First off, I didn't much care for the Imperial Guard, so I switched to Eldar and let the Land Raider get nailed... I wasn't sure if this would be a deal breaker but apparently it wasn't. Problem is... as Eldar I kept getting hit by a wave of 50+ enemies and 5+ vehicles every couple of minutes. I could not count the corpses. I just could not make any headway to get my base relocated... and when I did relocate it.. a mob of 100+ enemies would swarm into my newly relocated base.

This mission is a major pain in the ass... but maybe I bugged it so that a constant trigger was being set off... least that's what I hope.

RZetlin
29th Sep 05, 12:14 PM
I finished the Eldar side of Mission 4.

You have to purposely allow the Land Raider to get destroyed.

Use the call convoy to lead the Land Raider to stay put in the lower part of the map and let Chaos forces rip it apart.

For the Eldar, build a whole army of Fire Dragons and Dark Reapers.

Research Concealment, to hide your buildings. This makes it harder for HQ to be seen and destroyed by the enemy.

Before transporting the HQ the second time. Send an army ahead to the Plateau to destroy all the IG buildings and forces. Don't forget to bring Fire Dragons because there will be tanks.

Be prepared to protect the HQ from Ork attacks. The Ork attack will bring a tank so have the Fire Dragons ready.

Once the HQ has been transported the second time. Have your forces stick to the right side of the map and move up, sweeping away the IG forces of men and tanks. Don't go to the middle or left side of the map.

When you reach the top of the map, look around and you should see 4 IG Plasma generators. Destroy the generators because they power the IG heavy turrets.

When you reach the final gate, you realize the gate is closed!

Bring the Bonesinger to the gate and have him transport through the gate. Have the Bonsinger build the webway at the red circle and transport the HQ through.

That will win the mission with the Eldar.

signoftheserpen
30th Sep 05, 10:10 AM
I cannot see how anyone can do this mission, there is no way you can combat that amount of enemies. The eldar have to teleport to the second strat point - right in the middle of the IG base whiel at the same time being attacke dby orks on TWO fronts. THere is no way you can fight such huge forces - and they have seemingly limitless resources and men. This is unbelievably unbalanced; it's totally broken.

D2F
1st Oct 05, 1:36 PM
For our Eldar friends:

You don't need to relocate the webway assembly. ONly capture the points. The only time you have to relocate the assembly is at the end through the gate (piece of cake).

On unit setup: build fire dragons and a handful of reapers for the first waves. Tech up your spider sna dbuild about 5 units of them. us the spiders to constantly jump over the map and deestroy bases and heavy machienery alike, before you massacre infantry with them.if they get hot.-bedded, pull em out with a jump.

Fight your way up to the generators (scout the gate with stealthed rangers) and bang em with haywires. After that, get your bonesingers up there and create a gate. warp your army over there, assault the imperail strongpoint in front of the entrance and while they are engaged, have your singers port behind the ahield and build another gate.After that, just warp your assembly over there and bingo: you won the day.

Piece of cake.

As for the IG mission.. that is one royyal pain in the backside.. still working on it, but getting closer...

Cheers,

D2F

Kamerolifant
2nd Oct 05, 3:42 PM
I'm about to start this mission, and I've a little question;

When I want to play the imperial guard 'ending', does that exclude the Eldar 'ending'? In other words: do I have to replay the mission to get the ending of the other race?

[Off Topic] I was very suprised with the message at the end of level 3. Really cool!

RZetlin
2nd Oct 05, 8:29 PM
I'm about to start this mission, and I've a little question;

When I want to play the imperial guard 'ending', does that exclude the Eldar 'ending'? In other words: do I have to replay the mission to get the ending of the other race?


Only one race can win with mission 4.

So you have to play the same mission twice to see the Eldar and IG win.

AZSportsFan
2nd Oct 05, 8:51 PM
My Techpriests can't heal the SM Land Raider. I tell them to fix it, and they "work" on it, but the machines health doesn't change. This is with three Enginseers working on it. This is a frustrating mission and it really takes the fun out of the campaign. It is basically a race, since you can't stop the Chaos, so you have to try to beat them to the gates with very limited resources against an unlimited foe.

Sarna
3rd Oct 05, 10:48 AM
You CAN repair the landraider, if your enginseers can't repair it your game is bugged. I got bashed with the IG on insane trying to use the space marines' path, next replay I simply teched in the IG base while calling the convoy so it didn't go into the chaos base, then used the path north of the IG base which is far better than the SM path.
With the eldars I simply teched and got me 1-council of seers, 1-banshees,2-dark reapers,6-fire dragons. 4 walkers and 4 heavy tanks, then placed half that army to defend the base and stormed the battlefield with the other half of the army, was WAY easier than IG. You can always play imperial till you're about to open the gates and then switch to eldar so you can save the game before concluding the mission and get the two endings, but that's basically the same as playing the mission twice, only far more bothersome.

rocket_Magnet
3rd Oct 05, 10:49 AM
Ive got to the final run part of the mission for the IG ive powered down the psychic gate, ive pulled the general and 5 gaurd squards through the gate and i call convoy the raider just sits there and wont come through its down right enfuriating, do i have to complete the eldar side of the mission first?

RZetlin
3rd Oct 05, 12:19 PM
My Techpriests can't heal the SM Land Raider. I tell them to fix it, and they "work" on it, but the machines health doesn't change. This is with three Enginseers working on it. This is a frustrating mission and it really takes the fun out of the campaign. It is basically a race, since you can't stop the Chaos, so you have to try to beat them to the gates with very limited resources against an unlimited foe.


Make sure you have enough resources to repair the Land Raider.

PitBull
4th Oct 05, 6:54 AM
Arrgh.

I got the IG and the convoy sitting in front of the Gate, complete with Basilisk, slaughtering everything that moves for about half an hour, and I moved all my forces in and out of the Gate, but the blasted Landraider won't go through. I tried eliminating the Eldar - no good. I tried taking command of the four generators off to the east - no good.

Now I learn that I have to "call convoy" to get through. D'oh!

scoobydriver
4th Oct 05, 7:45 AM
I really struggled with this one too. I first went along the bottom of the map and took a beating from the CSM and lost the LR.

I tried again and went north as suggested on here. I almost lost everything by the time I got the LR to the gate. The CSM went to the base and destroyed the IG barracks. The techpriest didn't have the facility to build another so I had to use the base.

By the time I got to the gate, I had 2 IG squads a walker and the commander guy. Near enough lost them all when the objective becomes to hold the position and you get hit by a wave of baddies. Finally the gate opened and I sent the commander through and he "Called the convoy" and the LR went through and the game finished.

This was on normal difficulty BTW.

Off topic - I'm starting mission 5 tonight but at no point have I been able to build an ogryn squad. I've read people mentioning them but all the mission I've done so far have never given me the option to get some heavy infantry built. Is this right or am I not builiding something or teching up properly to allow ogryn squads.

Sarna
4th Oct 05, 9:22 AM
Make sure you have enough resources to repair the Land Raider.
LOL

Off topic - I'm starting mission 5 tonight but at no point have I been able to build an ogryn squad. I've read people mentioning them but all the mission I've done so far have never given me the option to get some heavy infantry built. Is this right or am I not builiding something or teching up properly to allow ogryn squads.

You could have built them in mission 4 with ease, you stated that you couldn't defend your base. That's the key I guess, no base no teching...
You could have built them in mission 3 too if you had teched straight for them. Anyway you'll be able to train some of them at last in mission 5 so no worries :banana:

AZSportsFan
5th Oct 05, 8:11 AM
Make sure you have enough resources to repair the Land Raider.
Good point. I had been repairing some sentinels, and at that time had not been to the "capturable" base yet because I was focusing on the Chaos base. I did not have any generators, so perhaps I had run out of power. I was perplexed and swamped at the same time, so thanks for pointing out that it may have simply been an issue of overlooking my resources.

IWAssassin
5th Oct 05, 1:19 PM
As said, if you use the Marine Path as IG this mission will become insanely hard. First time I played through, I used the Marine path, ignoring other paths. Four IG Squads, a Command Squad, and a few Leman Russes simply cannot defend the point long enough for the Land Raider to get through. They can hold out, but the path will become blocked and the Land Raider refuses to simply "run over" the bad guys.

When you start the mission I find there are a few priorities.

1) Send your General North to capture everything you can. There will be at least one barracks, one Machine Depot, and of course the Mars Facility which he will take command of. This will increase your squad cap dramatically, and once teched give you access to the Baneblade [invaluable in this mission IMHO].

2) Now head along the Chaos Base at the bottom and destroy whatever you choose. This will make Chaos Reinforcements diminish slightly, which can be all the edge you need.

3) Do NOT open the Gates. Opening the Gates allows Chaos Reinforcements to come straight for you from the bottom of the map. Meanwhile making Chaos go around will dramatically increase your odds of surviving. You'll encounter the same number of Chaos Forces along the way no matter what you do.

4) Just in case leave a Hellhound at your base. Chaos will attack it with infantry and for some reason your Tech Priests have forgotten how to build turrets with which to defend it. Your baneblade is worth a couple of tanks, so you really shouldnt need ALL your availiable tanks escorting the Land Raider.

5) Finally position the Land Raider and the General as close to the shield as possible before attempting to capture the Control Facility. Failure to do so may see the Land Raider cut off, and make the mission impossible to complete.

Done this way it's fairly easy to do [at least on Normal difficulty]. My Techpriests died early on and I saw no reason to replace them - the Land Raider never went below 80% health. Lost a few dozen Guardsmen but only lost the Command Squad once, no other squads. My three Sentinels died but Once you have the Baneblade they're not as important to have around.

dopplethwonger
8th Oct 05, 3:50 PM
I came up with something sneeky for eldar, but it diddn't work.
I tried to teleport the bonesinger to the very end and the build an aspect portal to teleport the bebway assembily and win the mission in no time at all. Unfortunatly it gets killed streight away by some guardsman.

The_Librarian_
9th Oct 05, 4:37 AM
iam really sick of this mission i have been stuck on it for weeks and just cant do it !!! tried everything i really want an updated trainer just so i can get past this mission so i can enjoy the rest of the game this mission is just making me sick of the game

njfed
9th Oct 05, 5:39 PM
I won as Guard by leading the LR with my force. Don't try to take out the Chaos Base. I may have been very lucky.

As the Eldar I had a hard time until I did this:

Start as Guard and attack the Chaos Base. Don't worry about the LR, you actually want it to die. I managed to wipe out 90% of the Chaos base before the LR and Titan pilots were killed. Then I was automatically switched to the Eldar.

Stay in the corner and upgrade everything. Once you have a full force, start moving to the first and then second objectives. Remember, you can always move your sturctures back to the starting area once the objective is met. Once I had every upgrade I could get, I killed the orc base just west of the starting area and finished off the Chaos base. From here is was an easy battle up to the gate.

Good luck.

mattman1991
11th Oct 05, 6:46 AM
THIS MISSION IS EASY


all u have to do is let the SM do the fighting. Once u reach the first gate have your guardsmen follow for a little while and then have them break off and have your vehicles follow the sm's and have ur guardsmen go another way......there is plently of IG help along the way.....this may seem a little titeious but its a basic way to win it

vol_907
11th Oct 05, 10:58 AM
If you haven't already figured it out, this mission isn't one that you can take from the usual base-building approach. Your techpriests can't do much in the base-building department (except build generators--you can't build garages, infantry nor tactica commands. You can't even build bolter turrets). So, you have to move with the Land Raider (hinted by the General's remark about your only objective being the safe transport of the Titan Crew).

What's more, the opposition will keep throwing huge numbers of troops at you, even if you wipe out everything in that southern complex of bases. This is to encourage you to move!

So, you can take over that base in the west, and improve it the best you can (capture and build up the listening post, build generators, improve your headquarters, tactica, infantry, and vehicle commands). You'll have a troops cap of only 10, and vehicle cap of only 6, which I used for the command squad, 1 squad of guardsmen, 1 Kasykyr (both outfitted to the max with plasma, sergeants, and priests), and 1 Ogryn (with priest attached), and 2 Leman Russ.

While improving these buildings, I had my troops around the listening post to intercept incoming enemies, who rush your base from the south (and are mostly interested in your base and the Land Raider). I kept the command squad in the base, and kept ordering the Ultramarines to stay close to the command squad whenever the Chaplain complained about his present course being unclear.

I also put the techpriests in the infantry command, so they can use its weapons. It's a very solid defensive setup for this scenario, but it can't last forever, especially after the Eldar get overrun (I totally neglected them). Hopefully, before then you'll have your troops maxed out, and ready to move.

I let the Marines take the lead, moving my squads and armor where I thought they'd best intercept incoming threats. The Marines will keep sending drop pods to replace their own losses (with troops and Dreadnoughts). I removed my techpriests from the Infantry command so they could repair the Lemans and the Land Raider when needed.

I followed the Marines through the gates, covering their rear. Enemy troops overran my base, but the bigger waves didn't seem that interested in pursuing me afterwards (much to my relief). I had to redirect them at one point (around the northeast part of the map), but from then on, they pretty much followed their own course to the Psychic Gate (and they're well-covered by bolter turrets there). I used my guardsmen to capture the command building, then sent everything to cover the rear again.

Before long, the Land Raider was through, and it was onto the next mission. What started out to be a very frustrating mission turned out to be very enjoyable.

jth



Now,

9mlholland
14th Oct 05, 2:59 AM
Is it essential to get the Eldar through the end gate, as i completed this level without even touching the damn Eldar?

dandare
14th Oct 05, 4:12 AM
advance as far as the first base but dont take it over, this way you get free troops from the valkyrie, next get your squads to follow the landraider with a techpreist constantly repairing it, while your first squads are following build up a force from your valkyrie and get them to follow up thru the first base and capture the first cp to open the gate, get them then to run parralel to the main force taking over the required cps to open the gates until you reach the force shield, you'll get seriously mobbed then so get your commander killed and he'll spawn at the valkyrie, take any forces from there and take over the base and bulid 3 chimeras and 2 tech priests, pile em all into the chimeras and head for the top of the map to the control cp and mars facility, take over the mars base and get a squad to capture the control cp and the relic (not neccessary but if quick enough you can build a baneblade) next get your commander in a chimera to charge thru the open gate and call the lr, the end.

dsver1
14th Oct 05, 6:28 AM
Slow & Steady, that was my motto. I read everyone's input and made my own strat to finish the mission with IG. The Slow & Steady approach allows you to get through the mission easily, while minimizing the effect of the seemingly overwhelming enemy. If you're constantly on the run, those massive hordes will seem totally unbeatable.

-First I let the LR and my forces take out the mini base just north of the landing site. Then I let the LR lead my guys to the main Chaos base.
I kept reinforcing my groups with free guys from the ship and kept 2 tech priests healing the LR. Since the LR also gets free reinforements, you can let everyone go nuts -- just keep the LR repaired.

-While this was happening I sent one techpriest to build a listening post over the strat point at the old chaos mini-base (north of the landing site). Then I had him mine in front of it and at the entrance of the abandoned IG base. Then I had him build a plasma gen way up north and mine that.

-As soon as the listening post was upgraded twice and the main chaos base was in ruins, I pulled everyone back to the listening post -- including the LR.

-From this point, just have everyone chill near the listening post while the hordes attack. The only thing I had to replace, every now and then, were the Sentinels (which are free from the ship). Basically, I used this time to build up req & plasma.

-When you finished building up resources, send the Gen. into the base and capture it. But only send him, and then pull him back to the listening post. The forces target the Gen. and the LR, so if you have neither one in the base, then the base is pretty much empty.
-Use this freedom to upgrade all your buildings and tech. I eventually replaced all my guard units with Kasrkyn and my sentinels with Leman Russ tanks.

-Now you're ready to move North. DO NOT GO FOR THE CENTRAL GATES! They're worthless. Basically go through the abandoned base and keep to the left while moving north.
Here's an easy piece of advice to stay on course: If you're going north and start seeing allied (blue) IG forces, head towards them. They'll take alot of the damage from the pursuing forces, while kicking some ass themselves.
Also, the LR is pretty self-sufficient (as we've seen), so just keep a couple tech priests nearby to repair it occaisionly.

-Lead the way with your Gen., the tanks and your Kasrkyn. Eventually, you'll be vertically level with the psych gate. At this point start moving to the right in a straight line (it'll look obvious). Keep up the same strat and you'll reach the psych gate. Move through it and call the LR. You've won!

:ninja:

quintus
15th Oct 05, 1:15 PM
I've read all the responses and I tried the mission half a dozen times with the same basic results. It seemed that no matter what I did, I just kept getting annihilated. This time I just decided to try and go through the abandoned base.

I think the key this time was to just keep moving. As you progress through the left side of the map there, more and more ally tropps show up along the way. These help more than you can imagine. Also, once the LR and general get past the base, enemies don't bother with it, so you can upgrade without worry. Also, you get more infantry buildings so your unit caps increases.

Whether this will also work for others remains to be seen, but if you just keep a steady pace and try not to stop very much, it should be rather simple. At least it was for me this time.

Good luck.

Laoch
15th Oct 05, 7:47 PM
This mission was simple for the Eldar. It all comes down to the eldars famous attribute: mobility. The falcon with its lovely jump move and the bonesinger with its teleport.
Basically:
Build up squads to full strength, build aspect portal and soul shrine, and research cloaked buildings.
Send up your squads (includeding at least 2 fire dragon squads) to the first base and decimate it. Prepare a defencive line.
Teleport your bonesinger up to build a webway portal next to the captured CP. Teleport your base up to the location.
Tech up so you can build falcons.
Use three falcons: one with a fire dragon squad, one with a banshee squad and one with a spare bonesinger. Jump as far up from your raised base edge as you can and the jump again towards where the gate is. Capture the point NEXT to the gate that the IG would have needed to open it.
When the Falcons have regenerated their jump move, jump the banshees in front of the gate and drop em off. As soon as the mission objective is complete load em back on and jump em back.
Take your falcons across and unload at the generators. Vaporise em.
Now use your BS teleport to jump inside the gate and build a webway. Teleport your HQand bam, your off to face the final order mission.

Teastain
18th Oct 05, 9:46 AM
Ok i did this mission on normal and for eldar.

Firstly i did all the stuff thats needed to get 3 fire dragons and 3 dark reaper squads. I them move this in addition with the rest of my force to the gate if you are lucky the convoy will be destroyed it doesn't affect you as eldar. When it asks you to take over the plateau ignore them and just head to the gate.

In the mean time get 4 bonesingers and 4 falcons. from a support portal you will have to build just outside the crater.

When you reach the gate the ig will turn on you so have your fire dragons blow up the generator and go through if you are lucky they won't follow you (i only did this mission once).

back to the base with the 4 falcons put a bonesinger in each one and save your game.
ok now get your men to banzai through the enemy ig and get to your base note: there is a position containing 2 sentinels in a short crater try to jump over this but if you can't just go straight through.

Ok one bonsinger should make just build a gate and relocate and you win the mission.

Dimension
18th Oct 05, 4:30 PM
Did the mission on insane.

tried it as IG a couple of times, but never could pull it off due to me being too stupid to cap the base.

As Eldar, it was pretty straightforward, if tedious. I built up a force and destroyed the small IG base around the strat point. was easy as heck, except for the basilisk, and another basilisk that was shooting into my base from below. both were destroyed by my falcon. Then I relocated near the spot, maxed generators, grabbed all econ upgrades, and most importantly kept every single building cloaked. not even the listening post was shot at when cloaked, so you'll have squad after squad run into your base and dully watch on as they get decimated.

I then I went and beat the mission by spamming upgraded wraithlords, shuri-plats, reapers, and spiders into the thick of battle until everyone was dead. it took a damn long time, and I was actually beaten back a couple of times, but in the end I kicked their ass.

Bentley
20th Oct 05, 2:20 AM
Just hit this mission today (haven't been able to play much recently), and I think I found an interesting part of this mission. Difficulty: Normal.

Pretty much, I forgot about getting support from the Valkyrie, and made a bee-line to the IG base. I found the base pretty easy to hold, actually. I capped and developed the SP, and started to build up the base. While the base was building, I moved some Basilisks to the east side of the Chaos base and started to chew on it until I could roll out some Russes.

In this scenario, 'Call Convoy' was my BEST FRIEND. You know that hole in the wall leading up into the base from the south? Well, the LR and endless SMs make a darn fine plug for that hole. :D Just keep a tech-priest repairing the LR, your IG squads in range but safely out of enemy CC range, and you can hold that base just about forever... The computer will likely destroy the listening post, but they NEVER got the bright idea to re-take it. Good enough for me... :D 'Call Convoy' when needed, waited 'til I could get Russes, and mopped up the Chaos base in style. Keeping an eye on the IG side of the map (the good Chaplain seems to get more anxious to get moving when you command the Eldar) I switched to Eldar.

Teleport a bonesinger to the plateau, tick off the IG, all well and fine. Well, researched stealth gates, 'ported a bonesinger back, only this time, slightly to the south, at the bottom of the ramp and out of LoS built a gate. Built up and brought over a sufficient task-force, and claimed the plateau for the craft-world.

All the while, I kept an eye on the convoy, and switched back to the IG now and then to 'Call Convoy' back, and switching right back to Eldar again. Once I got the buildings moved to the second point, I teleported a bonesinger to build a gate near the next SP, stealthing it ASAP.

At this point, I figured it was time to move the IGs. I sent squads to either side of the first gate, took both points, only... the gates never opened. o.O I had thought it was silly to open the front gates when we had a side route, and apparently the computer thought so too, only opening the front gates if the convoy is in FRONT of them (which is... a good thing really, as it keeps the insane rush at bay)). So I defended the side passages instead, 1 squad of guard and 1 Russ on each side. Eventually friendly NPCs would come along and help fortify, and the only things that would get through were those 10-strong Oblit. groups (that the SMs could handle well enough at the LR). I opened the rest of the gates and dealt with the daemons that kept popping up. I pulled the Russes and squads back to cover the intersection behind the front gates as it proved the superior choke-point (the sides could mutually support each other). At this time, I got fed up with the stupid chaplain wanting to 'go back to the prescribed route,' so I saved the game, and decided to let Brother Bozo have his way. This is where my IG and Eldar lines split:

Sure enough, the convoy goes all the way around to the front door, it opens, and cue the mad rush to the portal as all the orks outside come pouring in (and yes, destroying the Chaos base did help, as I had mainly Orks to deal with in mad numbers, not both). Got through the gate, got the cutscene of Eldar getting slaughtered outside. Thought 'Oh yeah, I guess they were supposed to get in too...'

Started up the saved game again. Thought I'd move the IG convoy up to the shield, and hold position 'til the Eldar could move up too (see, I forgot the whole 'only one can take the field' part...). Moved the convoy up... and the Orky flood begins again. o.O 'Mighty peculiar' I thought to myself. Eldar get the short end of the stick, as all these Orky vehicles that hadn't shown up before suddenly come rushing through (thank Khaine for Wraithlords). In building up the Eldar, neglect of the IG led to their demise. So I sent a group of Rangers to the generators, only to find... no generators. Only 4 fresh slag deposits, ready to have mad plasma sucked from to feed the energy-hungry Eldar. Dropped a gate nearby, built generators.

In the end, I think you really -could- get both armies through, it's just that the game won't allow it for the scenario. From that gate near the slag deposist, one more bonesinger jump-and-build-gate would put the Eldar inside the shield.

Now that I know only one can win, it has to be IG, but in STYLE. I'll keep the convoy in limbo, wanting to go back to the front gate, but keep calling it back to the commander ('cause if I get the convoy to the gate, the Orks will go bat-$#!+ insane again). Now that I know of the Mars platform, I'm gonna get me an oh-so-beautiful Baneblade and go slaughter the Ork base right proper, while building Eldar generators on the slag deposits and building up a Fire Prism squadron while the Baneblade lumbers south. Throw the Baneblade in, pull the Orky defenses to the west side, and smash the camp with Fire Prisms from the east. I tried hitting the base with IG before, but 2 Russes just weren't cutting it. Now... now those manky xenos fungi will BURN. :D

If only one force of Order can get through the scenario, so be it, but I'm gonna milk those pointy-eared gits for all their worth before throwing them away...

RxJunkie
6th Nov 05, 1:04 PM
I had some difficulty completing this mission with the IG until I realized just how easy this mission is. Here is my suggestions for completing this level on normal difficulty for both IG and Eldar.

IG:
I kept getting frustrated trying this level with the IG by heading north out of the starting base or by trying to whipe the Chaos base in the south, but both times I had trouble. So I decided to give the Eldar a try and I noticed something...

The easiest way to complete this mission is to immediately switch to the Eldar and play them for a while... What this does is start the Ultramarines on the move quicker than if you stayed with the IG. What does this really translate to? Well, for one thing, the SM proceed to the psychic gate *without any problems*.

You must be scratching your head by now, but actually the LR and crew get there without a hitch (LR is usually at 60-75% health) and the SM do not die faster than they are dropped in. The LR goes through the first gate and does an "S" curve around the 2nd and 3rd gates to get to the end. All the allied IG forces help to stem the flow of Orks and Chaos forces, so there's not a real chance they won't make it. If you wait too long, then the LR will miss the chance to pass through the gates unhindered...

Once they're at the end, take the general and a IG troop in a chimera, travel as fast as you can to the critical point and cap it to open the gate. Then run the general through the open gate and call the LR to end the level.

It's that easy!

Eldar:
The eldar are a little more involved, but stay to the right hand side and you should get through the level without any problems. I did not upgrade the LPs and built Webway gates at each to cloak them, so the Chaos and Ork forces could not destroy the buildings. Be careful as a slew of orks head to your HQ every 15 minutes or so... be prepared! I kept my forces on the move and when that would happen, I jump to the HQ via the Webway to slaughter the Ork opposition.

Once the psychic gate is scoped out, teleport a BS past the gate, build that webway quick and then relocate the HQ (to reduce the chance of losing the HQ during relocation, do it right after you slaughter the orks).

Bingo, that one's done quick and easy too. Enjoy!

Greek Phalanx
19th Nov 05, 11:36 AM
For IG, I tried one thing that damn owned chaos. Karskin and Ogryns are your friends! Leman russes too! The guardsmen unfortunately aren't good for this mission... Karskin get everything down in no time. That was my personal trick.

Hyperian
18th Dec 05, 1:12 AM
I had to restart the mission after the first few minutes of playing it cause i had absolutly no idea what you're really suppose to do, i just sort of stumble though. At first i thought you're suppose to play with both the races at the same time which i found impossible so i gave up and just went with IG. But by i had no idea what to do so basically everything was falling apart. some guys were at chaos base some was at the HQ. I restarted

second time i didnt even bother with eldar as i'm not good with them anyway. I played at normal so i assume you guys had hard time cause you guys played on hard or insane.
Anyways took all the reinforcement i need and put the guardsman into the transport. with that i just rushed in whole force to the closest crit point which is right infront of the ally base that you'd take control of later. since at that point all they had are anti infantry units (even the turrets are only anti infantry) so it was easy to take out the place. BECAUSE your troops are in the transport they're protected.
few moments later enemies around that crit point are gone and i took over the base.
I did not even bother to kill the chaos base cause i thought you werent suppose to do it anyway since you couldnt really build anything.
Since chaos were sort of attacking me semi-reguarlly i couldnt really organize my troops so i had the 3 walker stay in the south of my 'base' along with all my guardsman.

I did not build any other higher level units since my guardsman groups never completely die from that point on.

Anyways I made the convoy follow my commander squad up along the left side of the map. I did not take main road cause it was too obvious of a route to take. aways take the road less traveled.

anyways what i did was my commander squad would lead and the convoy would follow. behind them would be the rest of my squads. as i move up those chaos beasts will spawn but even if tere were lots it was no match for the commander squad and the convoy.
convoy CAN defend themselves well. even if the landraider was slow it actually reinforce itself when the going gets tough

it was relatively easy by the time i got to the blue IG base infront of the gate. I just took over the relic and moved my commander squad pass and make the convoy follow.

one thing to remember is to let the blue IG guys attack, if you see them close by include them in the battle. they were very helpful.

I assume it's harder with eldar since you'd have to destory the IG base :P i havent done that yet

BL4D3W4LK3R
14th Jan 06, 6:02 PM
As IG (I never switched to Eldar my first time through) all you have to do is load up all your troops except your General and go straight up until you see the energy shield then head right along the shield until you get to the gate. Don't stop moving and keep calling the LR. The base you are given the objective to in the middle of the map isn't needed and will just get you killed from what I read in this thread.

The SM act as your rear guard and you keep coming across blue IG that cover most of the attacks against you. I never had to produce any units or even stop to look at the bases I captured as I drove through. Never had to repair the LR either.

Get all your troops and the LR to the gate and then you are prompted to capture a point that requires a little back tracking but the way is clear and easily captured by an IG squad. After you capture that point the shield drops and you walk through with your General and call the LR one more time.

I look forward to playing it as Eldar because this was pretty easy.

shadowsword
25th Jan 06, 8:06 AM
I haven't done it with the IG yet, but Eldar was a piece of cake. But I did do it on normal mode though lol.

Being awkward, I moved everything to the next waypoint before upgrading. I then stocked up on with a squad of each of the AWs, added a Viper and Wraithlord, added all the possible upgrades and enhancements (while fighting off the Orks). I didn't lose a single warrior during their attacks and the wraithlord made short work of the looted tanks, backed up by the Viper and Falcon. I used the seer council and the howling banshees to kill the infantry. While all this was happening, my Guardians, Fire Dragons and Dark Reapers destroyed the IG posts on the other side of the plateau.

I then transported the seer council over to the gate in the falcon, backed up by the viper and wraithlord to distract the IG, teleported the builder and created a new webway, before unloading all my troops on the IG at once and they simply overwhelmed them.

PaZZo
16th Feb 06, 2:16 PM
woah, I had to been lucky. All i did as Eldar was going straight with FS, council, 5 squad of guardian fightin and reinforcing till the gates trough some orks/chaos/IG (lost the falcon in no time lol)without touchin IG buildings other than the ones near to the relic, no base defense, no techin but foot fleet, just capturing the relic N of the base with 2 guardians squads. once gates were open i simply ported BS to the relic and from there to my forces a little N to the center of the map, then straight trough the way I opened to the gates. took about 10-15 minutes i can't remember exactly

babarian34
6th Mar 06, 1:25 PM
I dont really get it.
I lost the transport with IG (on Insane), but to my surprise, instead of "mission failure" the now NPC controlled General and two enginseers moved alone to the shield, while I could continue playing with Eldar.

So you dont have to get both factions to the psychic shield?
I understand that for succesfully completing the mission its enough to sruvive with eldar OR IG and lead them to the gate?

babarian34
6th Mar 06, 2:30 PM
Muahaha, I just mastered the mission on insane with the IG, leaving the eldar to their fate (dying)

So, what would have happened if I had failed with the IG and won this mission with the eldar?
Any story changes or something? (hard to belive though)

fuggles
13th Mar 06, 5:08 AM
@ barbarian 34.

yup

enfant
23rd Mar 06, 10:02 AM
i tried to set up a couple of basilisks and place my baneblade at the main path where the spawned enemies would cross, managed to own the game for like 10 minutes (and enjoy killing hundreds of infantry) before looted leman russes came outta nowhere and blew my artillery to hell. the whole posse stormed my ogryn squads and after a minute or two, horrors killed the landraider :( i was having so much fun. if only IG were allowed to build.

switched over to the eldar just before my ogryns fell and managed to produce 5 prisms LOL, totalled the ork and chaos bases before placing turrents and infantry along the spawn location. i really enjoyed killing the wave after wave of enemies with my prisms and reapers, can't get the avatar though :/ stupid build restriction

IcyPenguin
26th Mar 06, 3:25 PM
To barbarian=

The story doesnt change much actually.

*SPOILER AHEAD*

If the Eldar win, Its basically the same. Taldeer just narrates how the "music" inside the shield is cacophonous and how the day has been a victory for her.

Peter
13th May 06, 8:47 AM
I always get an error at this mission. It says some kind of unhandled execption, or something. What should i do?
Edit: I fixed it somehow, but not sure how :)

HorusHeresy
23rd May 06, 1:57 PM
I never had to do anything. My Land Raider fought it's way though everything and made it there in it's own.

FerociousBeast
31st May 06, 10:24 AM
On HARD setting. The eldar side of this mission is easy easy easy. Here is what you do:

- research shroud first, before anything else is done (don't attack, don't move your base)
- turn the shroud on. Your buildings are now invisible.
- keep to the path your objectives lay out for you
- keep your soldiers in the webway until they're needed
- teleport your bonesingers around the map, laying down webway portals whenever possible and immediately making them invisible
- cap SPs, but DO NOT upgrade them. Leave them without guns.

If you do these things, you can win this mission quickly and without much fighting at all. None of your enemies' forces have detector units, so they won't find your invisible buildings as long as none of your listening posts shoot at them (and even if they do, all they'll do is kill the LPs while leaving the rest of your buildings). You just need to run your bonesingers around the map, finding strategic places to lay down the portals, complete your objectives, AND WIN!

I love all the Eldar parts of the order campaign in this game, but by far this one is my favorite. It's the epitome of the Eldar - sneaky, mean and when necessary unstoppably powerful.


Edit: just used this strat on INSANE. It works just as well.

A. Val'Navat
31st May 06, 10:01 PM
It's the epitome of the Eldar - sneaky, mean and when necessary unstoppably powerful.

Truly.

I was unlucky enough to have that Land Raider pass through my mobilizing base. It created too much trouble, even provoking the Orks to attack me. Darn that.

But I made it safe and sound anyway. (Note: when I didn't destroy the thermogens, the bonesinger I tellyported into the shield got killed. There must be an explanation for that...)

omo
7th Jun 06, 5:46 PM
the easiest way to destroy the chaos base is by telling the landraider to go there. do not try this on hard or insane

Slashco
25th Jun 06, 7:39 PM
I can't seem to win this mission with Eldar. I can relocate the base to the second point, but there are just too many enemies in the way to make any progress from there. I need to throw my entire army in the fray just to be able to advance, and then a wave of Orks attacks and destroys my base. Maybe I just suck at using Eldar?

edit: I'll try the stealthy way outlined above, though I'd prefer fighting.

Visitor13
14th Jul 06, 6:37 AM
As IG on normal the only challenging thing about this mission is making sure the Land Raider reaches the barred gates to the south-east of your starting position. Just blast everything out of its way and have two or three Techpriests repairing it at all times. When it enters the IG base, neutral reeeinforcements will start appearing all over the place and the mission seems dead easy from then on. Just keep the rear of the LR covered. Don't bother capturing any buildings, use the free reeinforcements from the Valkyrie instead. Things can get a little tight right at the end, with Defilers and all, but nothing you should have major problems with.

Haven't really bothered playing with the Eldar yet.

FarseerFreako
14th Jul 06, 9:03 AM
wait wait wait



this mission is not difficult at all. its just TEDIOUS.

all that needs to be done.. is to get 2 squads of Karskins, 2 Leman Russ Tanks and 1 Guardsmen squad.

Now carefully hold off the Chaos/Ork assault at the front of the IG base (where you destroyed the first Chaos base ), and lead the convoy out through the backway. there's a shortcut behind Mechanized Command.

Important note: Keep the 2 tanks and the 1 Karskin sqd shielding the rear of the convoy. Hordes, and i mean HORDES of Chaos and Orks are gonna be charging up your @ss but these 2 units WILL be able to hold em off. Just nade em whenever you see a bunch yea? =) Oh and keep the other Karskin Squad and General Sturn up at the front where he can lead the LR. Horrors will be teleported just beside the LR everytime you come under Chaos attack but the SMs, Chaplain Varnus, and your Karskins will end the fight in short order.


As you go up the road, you get help (yay). IG Guardsmen squads with a Hellhound, and a Basilisk.

This takes some burden off your rear guard. Now just leading em on toward the marker at the Psychic Gate.

When you get there, you will be given the new objective of defending the convoy through its final passage into the Gate ( which takes about, what, 10 seconds? ) and that the whole bloody Ork army is headed for you. The mission should be done just as the first of their Killa Kans reach you.


No Sweat :baloons:

Squig_King
26th Jul 06, 8:34 AM
I found a super easy way to beat this mission as eldar. What you do is when you start as imperials just delete all your units in the starting area to ensure the land raider will die, then switch to eldar and start teching for fire prisms. Don't bother trying to move your base. Build rangers, 3 fire prisms, 4 falcons and all 4 bonesingers. Load the bonesingers into the falcons. Go scout the gate with the rangers and you will get an objective to kill the generators. Send your rangers to sit near the generators and then order your fire prisms to kill the imperial walkers guarding them. They go down fast. With the walkers out of the way your remaining fire prisms should have no trouble taking out the generators. I still had 2 fire prisms alive at this point. Once the generators are out of the way there will be a cutscene showing the forcefield around the gate going away. Now just order your falcons to drop off your bonesingers at the gate. At least 1 or 2 falcons should make it. Once they get there just build a webway on the red flashy area and teleport your base over. Game over, schooled, IG pwned.

Smig
3rd Sep 06, 6:33 AM
Once you have figured it out. The concept of DOW thus far has all been about capturing and building things. Also, the route the LR wants to take is a red herring.

Don't capture anything, go straight through the IG base and stick to the left hadn side of the map. Lead the way with the General. I lost 2 IG squads and a Rhino on the way, thats it. The SM's can handle the rearguard with the (probably unnecessary) help of a sentinel. Once at the top of the map hang a right, run to the gate, (I captured the relic but not sure if its necessary), plonk the General in front of the gate, it opens, run through, call LR - game over.

Now that I have shown how easy it is, I must confess that I got my butt handed to me on a platter about a dozen times taking the IG base and trying to go south. It is easy when you know how but not instinctive and very painful finding out :lol:

HorusHeresy
4th Sep 06, 1:32 PM
I found this easy enough. I just went and killed stuff. the Land raider managed to make it through without any of my help. try my strategy. Ignore everything and kill.

Carl
4th Sep 06, 2:15 PM
Yeah, on normal if you don't delibritly get the LR killed then Eldar are impossible as it takes too long to win with them. The LR WILL look after itself, especcily if you delete all your starting forces (do that and you end up with 3 or 4 dread and termies dropping in).

Gremlin Shoota
4th Sep 06, 3:29 PM
Ok as you know theres no base and no outpost but there actully are. The 'Wall' has a broken sector so then you take your General (Command Squad) To then you get a forward base (Take note if Sturn dosent say "Ill take command from here" or something like that then you didn't actully capture it but its best if you take ONLY the command squad there and bring all G-Squads to the land raidor and sentinals
glad to help :D

Proteus
5th Sep 06, 4:32 AM
This mission seems like a good place for some kind of easter egg, or a collaborative method (IG/SM + Eldar). The mission does not force you to pick a side and stick with it. You have the option to switch any time. Like others here, I tried switching sides throughout, looking for a way the two races might compliment each other. This led quickly to disaster, but perhaps there's some way to pull it off. For now I'll pick a side.

Update: Using both sides simultaneously

I tried this method again on normal difficulty. Admittedly, I focused the brunt of my efforts on IG. They needed more attention because of Ork and Chaos attacks on their base. It didn't work out. Every time I switched to Eldar, the Ultramarines took it as a cue to resume on their own way.

I tried to get some things accomplished with the Eldar by blocking the Ultramines into the walled-in base with generators. After a while it seemed silly to do this. The mission was obviously not designed to be played in this manner. My Imperial units were consistently swarmed by Ork and Chaos incursions. Unable to give enough attention to the Eldar, they soon fell.

Which way now? Follow the highest rank

As others have pointed out, following the Ultramarines is not the easiest way to reach the psychic gate. Other methods on this thread work faster. However....

THIS AIN'T HIDE AND SEEK, PRIVATE! WHAT WOULD GENERAL STURNN DO? LOOK THAT ENEMY IN THE EYE! :D

The Ultramarines don't want to take the easy way, and honestly, neither do I. If you want some completely insane carnage, take the path most travelled. But before you let the Ultramarines have thier way, lead them into the base and settle in for a while. This will be a long fight, and you will need a base of operations to get started.

Hold the fort and tech up

Here's one benefit to digging into the fortified base and upgrading the turret for a while: the swarms are easy to manage (the marines will send drop pods if they start taking casualties), and there's a slag deposit near by (although you have to keep it guarded, I used a couple of hellhounds, and the AI IG near by assisted).

More importantly, it gives you time to tech your infantry up and grab a basilisk. (This will still be around doing you favors long after your chimeras and hellhounds are gone.)

Move out

When I was ready to leave, I let the Ultramarines navigate, and I simply laid down cover fire and kept builders on their land raider (it only took about 1/4 damage the whole trip).

I was able to follow the mission's directives by sending a small IG convoy (IG squad, command squad and enginseer to keep chimera and hellhound working) to capture the points while my Ultramarine escort (2 majorly teched up IG squads, 2 enginseers w/basilisk hanging back) assisted the Ultramarines.

My convoy of point capturers encountered some resistance, including Ork dreads, but the Ultramarines were the ones getting swarmed. The convoy went along a different route to avoid the crowds. I always had the gates open by the time my escorts arrived with the Ultramarines.

The Ultramarines seemed to linger for a while before going through the psychic gate at the end, even after I tried leading them through with my commander. Not sure why. After a while I decided to cap the relic near by, and soon after they went ahead. This may have been a coincidence. Be ready for one last battle at the end, when every piece of vile scum catches up to you. You'll be glad you camped out at that fortress base for a while and teched up.

anonymousMarine
7th Sep 06, 7:00 AM
You dont have the let the convoy lead you around silly boy :p

theres a hole behind your base; just drive the convoy using Sturn though it with some escorts (you can take control of another Mech Command there), and you're home free to the Psychic Gate

RedEverLiving
8th Sep 06, 2:12 PM
That mission is crazy,

I'm not sure to undertand what to do with IG guard.

If I win with IG or with eldar, does it change the mission 5?


Is it possible to go on the south side to do the mission ?

anonymousMarine
8th Sep 06, 10:36 PM
south side?

and yes if u complete it as Eldar the final mission will be different; as Eldar you'll have to entomb the Titan guns to use them against the Necrons

RedEverLiving
9th Sep 06, 11:29 AM
By south side, I mean, going throught the chaos base at the south.

...

I tried it 6 times on hard setting and cannot do it hehe.

Now I'm thinking about trying it at normal.


I already tried to go by north way, but I cannot find how to reach the location on the south where you have to go to free titan crew.

It's like impossible to go the south-east gate even on normal mode,

so what the hell do I have to do to finish this mission I'm tired of playing it again and again !!!!!!!!!!!


I managed now to open the outer gate, but the median gates do not seem to work and at that point there is so many ennemy coming... wow this is so hard.

Carl
10th Sep 06, 4:50 PM
Just get the Land Raider to the Psychic gate near the end then get them through it. Thats it. The Titan Crew are allready IN the Land Raider.

RedEverLiving
11th Sep 06, 7:52 PM
well, I finally won it by going to the way going trough the IG base. not too hard finally.

But if I destroy the chaos base at south and go by the gates, I'm always overwhelmed.

Kelvins
14th Sep 06, 6:55 AM
I finally beat it too, that was tough

No-iX
26th Sep 06, 7:56 AM
Well I found this level pretty simple, after checking the map out. The first time i played i had trouble and the land raider and my forces were completely seperated, like the landarider was halfway to the gate, while my forces were still back at my base (cause i wasnt too knowledgble about IG back then) and i got a BoneSinger to heal up the LandRaider. Anyway, theres an easy way to do it, just continue to use call convoy, where your main base is and the LandRaider wont go anywhere, just tech up and defend your base with sentinals and basilisks. Once you've got your army (kasrkins, ogryns and leman russes) go up the left side of the map, don't go through that gate. Dont go the way the Land Raider wants to go. Just stick to the left 'wall' of the map and you'll end up at the crit location and Mars Pattern Command, while meeting Infantry commands and Mech commands you can take over with Command Squad, remember keep calling squad, and always have repair guys following you. The space marines force is unlimited until LandRaider dies, so don't worry too much if their dieing. I left 3 leman russes back at base, confident that my infantry and other 3 leman russes could defend the progress of the land raider. I made every single commander in the game and only attached priests to my kasrkins, the rest stayed at base and defended, they kept sending a stream of PSM's and Nobz down this slither, just in the sight of my Thermo Plasma Generator, AI is scripted to target the Land Raider unless other things attack it, and my Leman Russes lay their hands off, the enemy did attack my base with their vehicles though, but Curse of the Macine Spirit and my Leman Russes staved them off. I got the BaneBlade, then Call Convoy through gate. Unfortunetely one of my Kasrkins squads walked into the pyschic gate when it wasnt open, and they all died... but it didnt matter. The Left side Route is the best route by far, as the chaos and orks have to run for miles to get to you, and youve got little allies who help with their baslisks etc.

For Eldar just spam FP's, then go attack those Imperials and stave em off with WS and FP's. On the Second Relocation, you've got a nice big area. Attacks from 100/200+ Chaos and Orks, which was quickly staved off with Fire Prisms (go Fire Prisms, they knocked those PSM's/Nobz on their asses : D) and Guardsmand to the north, who are negligble (i just built a few turrets there and just repaired them when they got low). Then they sent some looteds and Preds but Haywire grenades worked well against them, and Fire Prisms blow em up, double yay. The rest is easy, once you got Fire Prisms just walk up to their bases and blow em up, the only good my WS's were for protecting FP's back and Haywire grenades, the FP's did the rest.

As for the Land Raider, you guys are much to worried that it will like miraculously make it to the physcic gate taking its SCRIPTED route ( 1 big massive S through the enemy bases) WITHOUT any support except a few tacs (at the beginning) and late dreds. Just dont do anything, the LandRaider Chaplain will get angry and say, we wasting too much time, lets move forward. Relic made it easier by making the LandRaider move slower when your not IG, so when your Chaos its Slower, when your Orks its slower and when your Eldar its slower, not that it matters. It was rushed by PSM's in seconds, and then died as it waited for first gate to be opened.

Only thing that people have problems with for Eldar, is that they follow objectives, and they Relocate to that first section as fast as they can, your lttle base down at that bottom corner never gets attacked. If you do Relocate you get swarmed by billions of nobz and PSM's and Obliterators. Just tech to FP's then blow em up.

Jandau
20th Oct 06, 6:33 AM
While waiting for DC I've decided to finish the Order campaign. Decided to do the Eldar first. The wierd thing is, IG won in the end.

I played the Eldar from the start of the mission, slowly building up and keeping on eye on the land raider to see it die. The funny thing is, it never did.

The LR went through a route almost totally enemy-free and populated with guardsmen. I suddenly realised that it was practically at the Gate. I switched sides.

I stuffed my troops in the Chims and went after the LR. First suprise was that I could not use the same path the LR did. It was blocked. I just rushed through the chaos bases. I got a bit worried when the Marines around the gate came under attack, but by this time the LR was guarded by the Chaplain, several Termies and 4-5 Dreads, also supported by the allied IG turrets. They took down wave after wave of Chaos and Orks.

After capping the Crit Loc, the gate opened, and I rushed the CS inside, using the Call option to slowly maneuver the LR through the escorts (it kept getting stuck, but the escorts move around from time to time). I managed to get it close so the Horrors spawn and be summarily wiped by the Dreads and my CS.

Easiest win ever...

foop
19th Nov 06, 2:47 PM
This frustrated me at first. Then I stopped trying to be clever.

On normal at least, I found that I just had to follow the land raider. When units die, replace them - you get them for free, after all. Tell the enginseers to repair the land raider, and they'll follow it as long as it's damaged. Just move all the other units up behind the land raider, replacing them if they get lost. You might want to use sentinels at first to take out the turrets at the start, but that's the only cleverness involved.

Eventually, the land raider will reach the barrier. You'll probably have lost a lot of units by now, but why care? They're free. Open the barrier. Finish the mission.

Not my favourite mission. I hate missions with lazy design where the game just cheats and swamps you with spawned units.:|

raptor02_2001
18th Dec 06, 7:45 PM
it is found thread, i look for that thread ,,,beccasue it is painful mission for that

i have to find follow your past post

i will try this mission .........( i already buy two game is Golden Edition and Dark of Cruade )........i hate final jouary ..............

marneus
2nd Jan 07, 10:20 AM
Does anyone know what triggers the death of the Titan crew? I suppose it is the killing of the LR?

I was doing well in my 3rd try, but then forgot to call the convoy and they were so far off, they couldn't receive the signal! Doh!

HiveMind
10th Jan 07, 1:04 AM
Eldar are simple.

Research shroud and get all 4 bonesingers. Then teleport one as far as you can to a location that looks like there are no enemies nearby. If there are enemies, let your bonesinger die and find anotyher location. If there aren't, make a webway gate and shroud it, then delete the bonesinger. Either way, make another bonesinger afterwards. Then repeat, moving bonesingers out of the webway and finding spots to teleport to, then making webway gates, and you can easily get to the psychic gate. If you run out of teleports before you get there, delete some bonesingers and make more. Interesting fact #1: You can teleport past the Gate. Make a webway, then relocate your assembly there. You don't win, but your HQ is safe, and it's funny to see that you can't relocate past the gate when your HQ is already safely on the other side. Then just make some fire dragons and a webway gate near the thermo plasma generators and destroy them for the win. The only combats are when you teleport to a with enemies nearby and at the end when you destroy the thermo plasma generators. You should win within 10 minutes.
Note that I did this on normal. It may not work on higher difficulty settings.

Rhezuss
19th Feb 07, 8:20 AM
Wow lots of advices in here :awesome: . Been struggling with this mission last couple of days.

I'll try the left side map route and upgrade the base (which I didn't do on my last attempts). Never upgraded for kasrkins, ogryns and leman russes but now i'll try it.

This mission is a pain but fun anyways.

EDIT: Restarted the mission at home on my lunch time and tried the north road. Teched up and got some Hellhounds and Leman Russes, Kasrkins and went really well. I'm now at the second Mechanized Command so tonight i'll probably get this done. Great advices in here!

capt tripps
10th Jun 07, 8:32 PM
I haven't been playing very long. My only experience with the races is what I've gotten from the campaigns. I've played through the campaign in DoW, and both DoW:WA campaigns up to mission 4 (I did finish eldar 5 which went shockingly quick). After several tries, I finished this mission with the eldar using a compination of Warp Spiders and Fire Dragons. It was a lot of fun, but

I've been having a bit of a problem finishing this mission with the Imperial Guard. Even after taking out most of the chaos base at the bottom, disorder seemed to get this incredible second wind that was just too much (I lost the titan crew).

I ended up taking the above advice and going straight up through the first base and it worked very nicely. A lot nicer than trying to take out the bases at the bottom.

Thank you.

Now on to IG5 and Disorder 4 & 5. I've told myself that I'm not going to play Dark Crusade until I finish all the DoW and DoW:WA campaigns.

NonoDamage
23rd Jun 07, 7:04 AM
Hello there. I've got a question about this mission. Once I got a secondary objective which is very interesting, because it puts the escouad cap to 16, instead of 10. But I never managed to get it once more. I had to take command of a bunker near the command base. But I don't know how to activate this secondary objective. Could you help me ?

Hope that this will be enough to help me finish this painfull mission.

edit : OK. Finally I used the "Call Convoy" order just once : at the end. The best way is to let the convoy follow its own way. It reveals lots of Impérial troups controled by IA, and it's very helpful.

At first, I cleaned the first mini base, (don't forget to call a third sentinel with the Valkyrie), and let a technogure upgrade the LP.

Next, I let the convoy go, following it with all my troups, except the technogure.

When the convoy go through the first door, i sent my hero, a guard squad, and a sentinel to the base, captured it, and defended it from the first chaos troups. I created five energy generator next the first LP, tech to level 1, and send commissars and new sentinels to convoy. I add a leader and weapons to my squads.

As soon as possible, my heroes rejoin the convoy, however the command base is attacked by a big numbers of ennemies, and could be destroyed.

Once the convoy next to the last door, I captured the LP, the Baneblade building, and finally the strategic point which allows access to the end. Prepared from a hard assault, I call the convoy through the door, and ... the end ! What ? Nothing to defend ? Too easy !! (and too bad for my baneblade :( )

rarevans
31st Jul 07, 2:16 AM
There are a number of IG infantry command structures and vehicle buildings. For the level designers, is actually possible to capture all these. Every attempt I have made was thwarted by CM already within the walls. I only managed to hold all three Inf. cmd for a minute or so.

Solo4114
4th Dec 07, 6:04 AM
After 3 tries on Normal, I finally beat this one with IG using the "Take the lefthand route" approach. Piece of cake, really, and rather disappointing.

Initially I tried going through the gates and letting the Land Raider mostly follow its own path. BAD idea. The Land Raider guys probably follow that path because it takes forever and probably because it's coded to do that for the Eldar mission (so they have time to actually beat the map).

My second try I figured out how to use the "Call LR" button and kept the LR in the little mini base you capture at the start of the mission. I teched up, built up to Kasrkins and Leman Russes, then tried to take out the chaos base. I could do that, but the Orks took me out after that.

Third time I just ran up the lefthand side. The friendly forces act as meat shields for you and you have time to tech up at the smaller base if you leave a small rear-guard. The end of the mission was pretty lackluster. No big fight, no final showdown, nothing.


Personally, at least from the IG side, I think this is a crap mission. The design of it is just flat-out bad. There's precious little instruction on what to do, and it seems like the mission is DESIGNED to be frustrating by leading you along the wrong paths. When you finally do figure out the "trick" of the map, it's easy as pie, which, again, smacks of lazy design. Hopefully Mission 5I is better. I'll try this one as Eldar tonight, but I'm not expecting much of a better mission.

Honestly, this mission sucked for ALL sides, due to bugginess and crappy mission design. Not Relic's best work at all.

Blackwatch
6th May 08, 7:17 AM
If you're having difficutlies with this mission as IG, do the following:

1) Switch to Eldar
2) Wait for the Land Raider to make it's way to the gate

Yes, that's all! When playing as Eldar, the AI will send much weaker forces against the Land Raider than if you were playing as IG. You can even try to help the convoy with your Eldar forces (you remain as their ally as long as you do not set your foot in the forward base you were ment to relocate to).

The only problem might be capturing the Critical Location in the northern part of the map to unlock the shield (you'll have to avoid Chaos/Orks forces that were ment to stop you on your way to the gate when taking the western routes). You can probably try to tech up with the Eldar then transport them via Webway/Falcons to wipe out remaining opposition, then switch back to Guard and take the point.

N'Shen
20th Jan 09, 12:48 PM
The IG path was rather easy, I thought, as long as you lead the Space marines alongside the western edge of the map.

With the Eldar, what I did in the end was skipping the middle of the map and just teleporting the webwaygate to the north, close to the four thermo plasma generators. I kept a decent force between the gate webway assembly and the incoming horde of orks and chaos.

Then it's just a simple matter of teleporting a bonesinger directly behind the gate and then doing the same with the webway assembly after I'd built a webway gate.

But it's definitely a tougher way, for me at any rate. With the IG I could slowly pull more troops northward and my base in the south never really came under a significant threat.

SeventhStorm
10th Dec 09, 11:18 AM
With the IG, i got all of the free troops from the valk, and used the chims/sentinels to destroy the nearby chaos base. My general got a priest and a comissar to add melee power and defended the base. I lead the convoy up through the left side, using chimera spams to guard the convoy's rear. Minefields and a squad of GM's defended the base, but they died when a predator showed up. I moved the convoy to the shield, captured the building and let it through. It was relatively easy for me, as the general's melee capabilities let him tie up any chaos marines that came by, and the chimeras were helpful in dying slowly enough to hold back enemy forces.

Haven't done the eldar yet, but they seem like they will be a lot harder...