View Full Version : [DC] The Aceria Forests
5th Nov 06, 4:25 AM
The Aceria Forests
14th Nov 06, 9:02 PM
This area grants the Increased Manpower ability.
Your starting location is on a plateau in the center of the map. The plateau is encircled by starting locations with 2-3 Strategic points in each area. The enemy's location is very close to your base, in the southern position.
A heavy rush/harass with the Honor guard is usually enough to cripple your opponent so you can build a defensible base.
14th Nov 06, 10:27 PM
If you have a decent honor guard you can just kill them with a fast rush. Pretty easy bonus mission. I was dissapointed it wasn't a scenario though. It's like they ran out of ideas :(.
23rd Nov 06, 6:11 PM
This map is usually held by the Necrons, and one caveat is that they will have a turret built pretty close to the northern end of their base, and Necron turrets have both good damage and crazy range. It'll start zapping you the minute you get close, so having some good long-range attackers ready (like a Skyray gunship, Whirlwind, etc) is a good idea.
2nd Sep 07, 12:32 PM
Keep to yourself first, build 2 Gauss Turrets either side of the ramp entrance to your base, upgrade the 3 obelisks instantly, the southern obelisk and the area below the cliff is the area you want to concentrate on. The enemy will nearly ALWAYS build a barracks just outside of the obelisks' reach, you may not be able to get the barracks, but most of the time the units move into the obelisks area where it can use Wailing Terror. Since there are no relics, your mobile fortress option is gone.
Once you have got a force of at least 4 Warrior Squads all reinforced to the max and 1 of the Flesh guys (forgot their name) head out of your base and to the NORTH and begin capturing the Strategic points, from the northern area travel west and get those, build another Monolith in this area too, then go south and get those points, finally travel east and take the points south of the enemies base, this is the time to summon the Flesh Necrons as you will face heavy resistance from the enemies 2nd elite units (Khorne Beserkers for Chaos, Mega Armoured Orks for the Orks, Dark Reapers for the Eldar, Heavy Weapons team for IG, Entrenchable Battlesuits for the Tau and Terminators for the Space Marines). From here destroy all their buildings EXCEPT the HQ, have your scarabs cap the enemies base strategic points and obelisk them and completely entrench the area in Gauss Turrets, then destroy the HQ.
Now when this place gets attacked, you just go to it (defend yourself) and sit back and watch the gauss turrets lay waste to the enemies base right at the start. Easy defense.
22nd Oct 07, 12:25 PM
My Necron Strategy:
Took all my Honor Guard units with me to the map, immediately built 3 squads of Warriors, and rushed their base. Mission over in under 10 minutes.
The thing was, I'd not read a strat for it before trying it, and they started to rush me right away (was held by Chaos). Followed the broken unit with my NL and found the base was within crushing distance and wasn't built up much (early campaign objective for me...I like extra units in play). Pulled the NL back, brought HG squads up, 3 warrior squads built and reinforced, then charged the base. Attack-Move to the middle of the base and then turned all attacks on the HQ and completely ignored their meager defense. HQ down in under 10 seconds.
3rd Apr 08, 9:22 AM
the best strategy as space marines, in this, is just keep harrasing them with dreadnoughts as soon as you can, they'll be too busy defending to attack, i tried it, it works, have at least 2 dreads keps at the base, and about 2-3 machine cults repeat building dreads and sent 2 the enemies base, then when you get the orbital relay,(if u haven't killed them already) get terminators ready 2 teleport and 1 dread in orbital relay with 1 waiting on 100% (if u don't know what i mean it like when u have full squad cap and it builds them but they don't appear out of the base) and a fully reinforced space marine squad, then send in a scout squad (infiltrated + on cease fire stance 2 stop attracting attention and less chance of running into a wraith or a psyker 4 example) and teleport i your people, completely jumping their defences and catching them unaware.
22nd Aug 08, 7:51 AM
With IG just Basilisk their Base after using 'sin scope to see everything on the map, since the map is so small.
14th Apr 11, 4:22 AM
This map really is incredibly small, and you start out right in the center giving you a massive location advantage. Even if there was more than 1 base, you would easily be able to land artillery nearly anywhere on the map from the plateau you start out on.
Better still is that the enemy base is located immediately SouthEast of your base, on the same side as the only entrance/exit on/off your plateau, making it a joke to do an early raid on the enemy's HQ and annihilate them.
I agree with whoever said that this map deserved some sort of special scenario, as the Increased Max Caps bonus is a fairly sizable military advantage for such an easy battle. The ease of this one reminds me of the one where all you have to do is build Generators to win the territory that grants 1,000 bonus REQ at the start of every battle.
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