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View Full Version : [1.4.2] Hero rush



philgreg
11th Jul 09, 1:18 PM
By this I mean the teleport-capable heroes being able to attack your 1st power capping squad when they've barely even started, and often drive them off the point.

Just want to garner peoples' opinions about this. It's annoying, and while I'm all for harass, this literally isn't counterable without delaying you unless you're ready for it. Is that a problem? I'm unsure, so I thought I'd get a few opinions :)

Cadian Guard
11th Jul 09, 1:28 PM
...ugh the WSE...dont get me started on how annoying that hero is

konfeta
11th Jul 09, 2:56 PM
It's a very powerful tactic that rapes your capping capabilities in the first minutes of the game.

Against Warpspider, you need to have your hero or a Tac squad to chase it off - letting it shoot at your scouts will result in casualties in about 4 seconds of firing. Against Mekboy, you can start meleeing it with scouts to nullify it's damage. Ravener? No idea, haven't played against a single RA yet for some reason.

Cadian Guard
11th Jul 09, 4:00 PM
i play as orks and really only have my shootas to chase a WSE off since my warboss is to slow and the sluggas get hurt pretty bad

BowlingHanshees
11th Jul 09, 4:06 PM
Make a habit of capping power with your hero.

Cadian Guard
11th Jul 09, 4:08 PM
yah thats a good idea although i see my warboss as a nice big shootable slow ork...

hellic
11th Jul 09, 5:47 PM
Or just melee rush him. After teleporting all the way across the map, he'll have to wait to regen energy to escape.

General_II
11th Jul 09, 6:30 PM
Not for long. Tried using an FC to hunt down mekboyz that would attack first-cappers and the mekboy easily teleports away -- well before losing even half of his health. Same for Warp Spider Exarch.

In the end, this teleportation harassment comes down to the enemy being able to use a single starting unit to tie up 1+ enemy starting units (eg. using scouts+FC to force back). Best case scenario, where you force the enemy hero back with a single squad, then capping capabilities are still even.

Most likely, you've taken losses courtesy of capping damage modifier and the instafire of teleporation and have to use two squads. It's really a shame how unavoidable and easy this is; I've only played a few games as mekboy, and I can assure you that this harassment is as effective as the early ravener ranged unit/tunnel spam [whack a mole].

BudgetMessiah
11th Jul 09, 7:12 PM
This has been around since before the beta, and


Make a habit of capping power with your hero.

is some righteous advice. It's a mean opening for a game, but I don't think it's unfair. If his WSE (or Mekboy, or presumably any Eldar hero on a smallish map with Fleet of Foot now being charged at the outset) is tearing ass across the map to get to you, he's disadvantaging himself in capturing power. If you stay the course with few or no losses, you'll probably end up ahead of your enemy.

konfeta
11th Jul 09, 8:51 PM
No. The whole point of harassing with teleporting hero is to put you at a capping disadvantage. Otherwise it would be an entirely pointless endeavor and waste of your teleporting hero's capping potential. There is probably a reason every TS 35+ opponent I fought comes in knocking with a teleporting hero if they have one.

You need at least 2 units (unless you are Orks, thanks to pedosluggas) to chase of a teleporting hero from sniping your capping units (the smart harasser goes for gaunts, guardians, and scouts). Heroes that teleport in will have enough energy for 2 combat jumps easily.

FootKnight
11th Jul 09, 9:23 PM
pedosluggas

... what?

konfeta
11th Jul 09, 11:09 PM
Pedosluggas is how I will forever call the things ever since I witnessed how fast they violated my poor Tac squads in 1.4.1.

philgreg
12th Jul 09, 4:42 AM
So its more a matter of better strategy needed on my part than any issue with the game? Fair enough :)