View Full Version : Question about detectors
Asapin
23rd Sep 04, 7:31 PM
I read a post somewhere mentioning that Commander units can detect infiltrators. This said, do warlocks/exarchs count as commander units, and more importantly do they help a squad detect infiltrators?
I ask this question because, the sergeants of both Space and Chaos Marines have detection, allowing most squads in those races to detect infiltrators. Orks can build as many Doks as they like and Doks can detect infiltrators. Which leaves me to wonder- Do the Eldar have only their Farseer and the Seer Council to root out infiltrators?
Thanks in advance for any comments, answers, or solutions.
greyworks
23rd Sep 04, 7:35 PM
I am not 100% on this but i think the only detector units in SM are FC , Libriarian, and Apothecaries. Unless it has changed since open Beta.
I know somewhere you can find an official list of detector units , I recall seeing it somewhere , just look for it.
http://forums.relicnews.com/showthread.php?t=32238
there i found a list it is from 1.4 Beta , but i assume it would not have been changed.
Magus
23rd Sep 04, 7:36 PM
Are you absolutely sure that Sargeants and Aspiring Champions can detect? They couldnt during beta...
If that was changed, then probably at least warlocks can detect. Otherwise, nope. Also, remember for SM that they get Apoths as well.
A tip for detecting cloak: Minefields.
Asapin
23rd Sep 04, 7:43 PM
According to the manual in the retail game, Sergeants also have detection, as do aspiring champions for chaos. This said- the manual is quite sparse, it doesn't explain the actual abilities of any of the units. For example, grots are listed as having an ability called slippery, which is never explained. I still don't know what it does. (I wasn't in the beta so I have no frame of reference for anything of this other than the skirmish games I've played since the game's retail release).
Double Post
Yeah minefields has been what I've been using. but knowing which units I can bring over to check or rely upon to see enemy infiltrators is something I've been trying to figure out.
Example from a game I played: A friend, space marine, sends a few infiltrators through- a few get taken out by mines, but I don't know how many remain. I don't want him seeing my base cause the next thing he does is deep strike his force commander and a bunch of units in, and then orbital bombards my base. I turn on wraithsong to counter this, but if there's a passive measure prevention that can be taken, I'm curious as to what it is.
greyworks
23rd Sep 04, 7:45 PM
Ok , I edited and posted a list from the Beta , but i know this after playing a game , SM squads with sergeants DO NOT DETECT , but if they have apothecary they WILL DETECT.
I think that rule would appy to similar situations with warlocks , and Dok squad leaders but again I could be wrong.
DarthVaygr
23rd Sep 04, 7:47 PM
Nob leaders detect......proven from single player...when your snipers have to kill the orkz and that one has a nob so you can't cloak past it
Asapin
23rd Sep 04, 7:51 PM
Thanks Greyworks, Magus . . .
So basically the beta list holds, and the manual's mentioning of sergeants detecting doesn't hold up.
This would leave Orks with technically the most detectors as they can produce as many mad doks as they like.
Space Marines get the:
Force Commander
Apothecary
and Librarian
Chaos Marines get the:
Chaos Sorceror
Chaos Lord
Eldar get the:
Farseer
Seer Council
I guess, I gotta lay more minefields then- Thanks for replying so promptly.
durruti
24th Sep 04, 5:09 AM
darth: nobz detect only in single-player, there's a sp-version of them.
asapin: orks can get 4 mad doks max.
VidiVici
24th Sep 04, 5:16 AM
I had the impressions that uprgaded PL's were able to detect as well in open beta at least eldar ones.
(dunno if they were LVL 1 or 2 uprgade tough)
Vertigo
24th Sep 04, 1:10 PM
NO buildings can detect stealth.
Yeah, that's my list. And we've confirmed it is still accurate for Release. That post is in the Beta forums, which is locked and can't be edited anymore, so I couldn't mention it held true today.
So, to repeat: Commander units, Seer Council, both Medics, and minefields.
Asapin
24th Sep 04, 3:52 PM
ah okay, thanks on the doks- I didn't know, never having built that many~ it's of course, not mentioned at all in the manual =P
durruti
24th Sep 04, 6:11 PM
...grenades, artillery...
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