View Full Version : Theoretical 3-LG Party
19th Mar 11, 5:50 PM
Haven't tried this yet, and my own LG is only level 15
All three LGs have: Sniper Rifle, Health Accessory, Sergeant Accessory
LG 1: Heavy Bolter Turret, Reinforce, Stormtroopers
LG 2: Missile Turret, Commissar, Ogryns
LG 3: Missile Turret, Rocket Run, Stormtroopers
What to do against banshees, 16, or 20... haven't thought of that yet
20th Mar 11, 5:04 AM
Per curiosity, why the health accessory?
16 wouldn't be too hard because IME the LG Dopps tend to get tied up sniping Ogryns on approach while the real LGs stand behind them and target intelligently.
20th Mar 11, 8:30 AM
For crowd control change 'LG 1' in your example to: Flamer and Guardsmen Squad
21st Mar 11, 7:35 AM
I got up to round 19 when Retribution first came out with 3 Generals with Sniper Rifles, Guardsmen squads and HB turrets, raw firepower and high powered shots just melted everything that came near. Levels 5-10 all of us, so I assumed if we had 3x bombing and Take Aim to help out in the latter rounds we would have cleared the map easily. The firepower and suppression of 3 guardsmen squads and bolter turrets makes a sad mockery of the banshee wave while Take Aim guardsmen will do lots and lots of damage at range and can beat Warriors squads in melee leaving you free to snipe anything bigger. With round 16 everyone grabs a target and 2 shots it, so long as you stand behind your turrets instead of charging like a nitwit the clones will get suppressed and erased.
HB turrets are better than rocket turrets without a doubt. While the knockback immunity is nice it doesn't change the fact that the guardsmen squad will still be doing 2/3rds of your total damage and keeping the enemies suppressed will go a long way in them staying alive and firing. I honestly find the knockback heavy waves easier to deal with with extra suppression and damage than knockback immunity, because lets face it, the Generals escape is crap (and level 20) and stormboyz are still faster than you.
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