View Full Version : [DoW] Mission 4
Dyntheos
1st Oct 04, 11:57 PM
Destroy the Xenos
IWAssassin
3rd Oct 04, 11:11 PM
Destroy the Xenos [Assumes Easiest mission setting]
This mission introduces you to the first of Four “Boss” units in the game. You start the mission with 2 Squads of Assault Marines and 3 Whirlwind Missile Tanks. It’s best to obliterate everything below with the Whirlwinds, as this ensures no casualties. Even if by some freak chance a Whirlwind is destroyed, you lose them once that base is destroyed anyway.
Once everything is destroyed you’ll get your base dropped in. Finish the buildings, and secure the nearby strategic points. You’ll have some time so order doesn’t matter too much. You’ll want about 4 Heavy Bolter Turrets to defend the forward listening post. You’ll want to upgrade your Headquarters, and Build a Machine Cult. You’ll also want Three to Six Marine squads with a 2:1 Heavy Bolter to Missile Launcher ratio. Once you have three Marine Squads start venturing out. You’ll be engaging the first of two major Ork Forces. Follow the path around and you’ll eventually come to a body of water. Don’t cross it yet, instead destroy all Ork forces on this side of the water, capturing all strategic points and putting a listening post on them. Before you cross you’ll want to ensure you have all six Squads mentioned earlier. Don’t bother with the recommended forward base, as it doesn’t make much difference.
Once the area is secured you can cross the water with your combined force. I recommend NOT leapfrogging here, as the water leaves your units very vulnerable. Get them on land as soon as possible. Having six units will ensure a minimal amount of orks will reach you. The missile launcher squads should focus on the Killa Kanz you meet on the other side. Once the beachhead is established, you should dominate anything that comes your way. Follow the path around some more until you come to a bridge. Stop before crossing the bridge. Midway across the bridge you’ll trigger a Squiggoth attack. The thing is massive. You’ll want to max out your vehicle and squad cap against the Squiggoth. All new squads should have Missile Launchers, and all vehicles should be Dreadnaughts. Once you have this massive attack force, cross the bridge. Half way across the Squiggoth will attack. Expect massive casualties while you wear it down. I have noticed that if you retreat off the bridge he may not follow, but if he does it might hurt even more. Best to take him on at the bridge.
A Warboss will join the fight, as may a number of Killa Kanz, some Looted Leman Russ Battle Tanks, and some Wartrakks. Remember to reinforce squads as they take casualties. Your force will likely lose most of the Dreadnaughts and possibly a squad of Marines or two, however you’ve beaten the hard part. For the rest just make sure you have 3-4 Heavy Bolter Squads and 1-2 Missile Launcher Squads and cleanse the rest of the map. You’ll likely meet some more Orks and another Leman Russ Battle Tank, but nothing too Serious. Dreadnaughts can be useful here if some survived, but if none are left only the infantry is necessary. Once the major buildings are destroyed you’ll get the mission complete.
Aliasalpha
4th Oct 04, 1:02 AM
Damn, someone got in ahead of me. Oh well, here's my version:
This mission is the one featured in the demo and there are a few ways to take the mission on. This mission debut's the whirlwind artillery (of which you get 3) and the assault marine squads (of which you get 2). The first part of this mission infolves clearing a moderately sized ork base so you can claim the area and set up a stronghold. The whirlwinds are your friends here, bombard the entire outpost until it is little more than smoking craters then send the assault marines in to mop up the leftovers.
Once the base has been destroyed, drop pods arrive with your buildings and heroes. There is only one way out of your base for ground troops and there's a comfy looking crater nearby for your troops to take cover in. Make a few marine squads (I usually use 2 so they can leapfrog but not be too massed together) and set them in cover whilst you complete your base and arm your squads up. I recommend an even spread of 2 heavy bolters or plasma guns and 2 missile launchers as you will need the armour penetration later in the mission.
Whilst you're doing this, you should be using your assault squads to capture the strategic points and have servitors build listening posts on them & heavy bolter turrets around them for defence. One of the surprises in the mission is the presence of 2 squads of stormboyz that sit just behind the trees near the strategic point closest to your stronghold. At some early point during the mission, they jump over the trees and start causing trouble in your base. This can be dealt with a few ways, stationing a marine squad there to provide fire as soon as they land, building a few bolter turrets to kill them (This is almost a waste of resources but it's effective) or you can beat them at their own game by jumping your 2 squads of assault marines over to attack them first, be aware that they'll be outnumbered and under fire but they can retreat back over the trees when in danger.
Once you've secured your base, you'll advance into what is a twisting path through the forrest, there are several strategic points to be captured along the way, several of which you'll have to kill the orks to secure. Be aware that there are 2 points along the way where the orks have stationed defences on the cliffs. I generally use a combination of Whirlwinds and Assault Marines to clear these, particularly if you've researched Melta Bombs as they make short work of ork buildings. Now there is a bold tactic you can try when you have destroyed the first high mounted listening post. If you jump assault marines up there, they are within striking distance of the large ork outpost. You can spend some time jumping in, melta bombing a building then jumping out, it'll take time & may be dangerous but it can help later, especially if you can destroy Da Boyz Hut & a few Waaagh banners, you can even destroy the stronghold if you're persistant.
Following the path (and destroying the emplaced defences and ork troops) will bring you out onto a flat plain near a river. Proceeding further to the right will lead you to a moderately sized ork outpost with a Big Mek who can be nasty if you don't concentrate fire on him. Advancing your tactical marines into fireing position and providing barrage cover with the whirlwinds is a generally good tactic to destroy this base. Combine with Assault Marines and season to taste.
Once this base has been destroyed, Gabriel suggests it as a good location for a secondary base. He seems to have a thing for building over ork ruins. Personally, I don't make a base here but back near the river. This gives you a good position to set up bolter turrets to cover the river, "Why would I want to do that?" you ask, well crossing the river is the next objective and the way the orks attack. The river counts as negative cover so anything coming through takes more damage from attacks making it a nice kill zone. I generally operate with 3 whirlwinds and set them all to barrage the river along the tree line whilst I fortify my position and requisition re-enforcements. As the next section has one of the toughest single fights in the game, I'd recommend a good solid mix of armaments (except flamers, not much use in the next section) but with a minimum of one rocket launcher per squad. A dreadnought or 2 is also handy.
Once you have built up your squads, it's time to cross the river. Wait until you've just killed an ork attack (to give you the maximum time between them) and then move your units over the river to the bank on the left. It's good to use skull probes to scout the area as they're cheap as hell & expendable, as you scout the area ahead, you'll notice an armed listening post on the right hand side of the path. To minimise the threat to your troops, I generally advance my whirlwinds into the river and bombard the area whilst my squads cross.
When you have established a beachhead, move steadily northwards, eliminating the defences as you go. When the path turns inward to the right, stop your units, there is a bridge coming up that triggers the big fight. I advise setting up your troops to cover a single spot on the bridge with saturation firepower, the longest range units at the back and the shorter in the middle and assault marines at the front along with Gabriel and Isador (I recommend detatching them from squads at this point, they're more flexible). When you're set, move a single unit to the halfway point on the bridge (scouts are ideal for this as they're the most expendable) and you will be met with a charging squiggoth. This monster is probably the toughest thing you'll fight for a good long time and if that's not bad enough, the warboss is riding inside and jumps out to further complicate matters. If THAT wasn't enough, you often get a looted Leman Russ joining the fight. Needless to say, chances are you're about to get your arse kicked.
The best tactical advice I can offer with the squiggoth is pour fire onto it with your tactical marines and never stop. Have the assault marines toss melta bombs and then engage hand to hand, have isador smite it and then start hitting and send Gabriel & any dreadnoughts in to fight immediately. During this, you should be pretty much ignoring the warboss, he's tough as nails and is the primary objective but the squiggoth is the biggest threat. Once this battle has been won, advance across the bridge and destroy the waaaagh towers and da boyz hut, here you can set your men up in a defensible location and take a breather for a bit. The rest of this mission is fairly simple base clearing that can be done with the wirlwinds and long range fire from the missile launchers. Effectively use the same tactics you used to destroy the smaller outpost earlier. The difference here is that the orks have some buildings and troops outside their main base, to the north and particularly to the south, destroying those clears your flank and there's often a looted tank or 2 that could be very nasty if you ignore them. Once the flanks are clear, it should be a fairly simple matter to attack and clear the base. One good thing you can do is send a squad with missile launchers around the outer perimeter of the ork base since they can fire over walls & take out some of the defences & structures before you attack the entrance.
By now, you should know all you need to, bring the Emperors justice to the alien vermin
BrianGeneral
4th Oct 04, 5:24 AM
If you played the demo and still can't beat this mission then you can go to die:D
Just kidding......
At first use the Whirwinds kill off all the buildings and troops,simple,as they're freaking accruate.
Jump your Assault Marines into the ground as soon as your base arrived.Make them capture the points around the base,and use them to guard the northern SP(you'll know why).
Build 2 Tac Squad and 1-2 Scouts.SCOUTS WITH INFILTRATION ARE VERY USEFUL IN THIS MISSION.Get them both with Hvy Bolt,and let the Servitors build LP if there's spare RP.Build some turrets beside the LPs.
Build more Tac,and defend your base first.Some Stormboyz will jump into your base from Northern SP,use AM to kill them.
You'll also want some Plasma Gun,but that's not the point.
After you have 4 Tac go cap the point outside the base,and build turrets after LP.Also send your AM to the nearest open ground outside the base,and stay there,shooting enemy from far,cut those who comes close.
Upgrade all the stuff in Armoury,as well as that in Barracks.
Build more Tac until full cap,by the time get Missiles=Hvy Bolts..
Get the Cult once you've the resources,and get Dreaddies with Overwatch.(Remember to upgrade Unit/Vehicle Caps!)
Make your Scout move first before the main force,you should see a Oky LP nearby,kill it and let one AM go cap the SP.
The whole force move up(Scout first!) to the Ork outpost,stop moving when someone's coming and attack,then kill off the whole outpost(1 Mek+2 Kanz are tough,rest are useless).
Build another Stronghold there,also a Thermo-Generator and Cult.Use both Cults to pump out Dreaddies.Short of power right?You should have lots of RP right now,so keep building lots of Generators.
Then you should have got 9 Dreads,all with Assault Cannon.Move all your forces(including your Leaders,still Scouts first) across the river,kill the mob of Nobs,2 Kans,then go up.
By the time I'll put All SM in 1(prefered if 6 squads,half Missile and Half Hvy Bolt,and when fighting Squigy reinforce them all with missiles),AM in 2,Scouts in 3,Dreads in 4,Leaders in 5.
Move 3 across the bridge BUT STOP BEFORE INTO ORKS' BASE,all others stay beside the nearest SP to the bridge.Let one scouts to show up,then the Squigy will rush to you,retreat all scouts.
Now concertrate all fire on Squigy,man,16000HP!But don't worry it's rush won't hurt your men if your men don't step on the bridge.
Soon the Kans,Looted,some Wartraks and the Warboss will show up from behind.Kill all others FIRST except Warboss and Squigy.Just use your FC and Lib to attack Squigy,retreat when badly hurt(strange,in normal if the Captain is killed they'll drop another!You can't Make dead alive,right?:werd: ).
KEEP REINFORCING THE SQUADS!!
Soon the Squigy died,then kill the Warboss.
The rest is to rush into Orks' base and kill all the stuff.Mission complete.
Easy right?:D
lesse, my version... okay.
At first just obliterate the land below with the whirlwinds, and remember to jump the assualt marines onto the land where the orks were, then your base gets dropped in, capture both strategic points and station a hero and an assualt marine squad at each strategic point, build a turret, possible two at each point because the spot in your base will be attacked by the odd stormboy mob, but a turret, two if you're paranoid can deal with that, so just horde defence at the other point, since you're fighting orks, don't bother with plasmas, heavy bolters are more effective.
I suggest gathering about four squads of marines with a three heavy bolters one flamer setup, getting a few dreads and then proceeding to butcher everything this side of the river. Then build a second base so you can bring troops up quicker, after all if you need an army do you really want it to trek half the map?.
once you get past the river tread lightly, waste everything until you come to the bridge, then STOP, Go back and kill off basically everything except for two squads which you put your heroes in, and dreadnoughts, at the strategic point on the corner before the bridge build as many turrets as you can and upgrade to missile turrets then just behind them put new space marine squads with all rocket launchers, if you want you can bring up dreadnoughts, now, take the two marine squads with your heroes in and advance till you see the squiggoth, then make sure it's seen you and RUN!. Lure it into range of the turrets and squads, put your hero squads in combat as a stalling mechanism and get your dreadnoughts (if you have any) into combat, then just watch as salvo after salvo of rockets blows the massive beast to hunks of rotting meat and rusting armour.
You now have a massive army, and with the squiggoth gone the orks put up surprisingly little fight at the main base, so push forward and frag 'em!. but don't forget the two side bases.
job done.
Duvel
19th Dec 04, 4:58 PM
To kill Squigy, just build as much turrets as you can and upgrade to missile turrets. Dont go for dreads, but take as much whirlwinds as you can and set them up behind your spacemarines. I had four marinesquads (all with max rockets) set up just before the turrets. Attract Squigy with scouts and just sit and wait. The whirlwinds do massive damage and I think I lost like 8 marines (no squads).
I tried it with dreads too, but I ended up loosing most of my dreads and some marines.
Kayvaan_Shrike
20th Dec 04, 4:33 AM
There's only one way to kill the Squiggoth if it shows its fat ugly face: Swamp it with meltabombs.
There's a very handy little plateau on Clan Wartrak's side of the river which you can use to launch Assault Marines from. Aim for what I remember to be a Strategic Point on the other side, and you'll find the Squiggoth eventually. Mark its position and bomb it.
I noticed that meltabombs knocked about 950 damage off EACH (it's probably different though as by this point I was chucking Space Marine squads armed to the teeth with missile launchers right into the Ork base where the Squiggoth was hiding. I was also throwing Dreadnoughts in there too, one of which actually killed Boss Orkamungus all by itself before the Squiggoth's big zappa fried it...
BrianGeneral
20th Dec 04, 6:10 AM
I use Rocket SM Spamming and Ass DN spamming,also with FC and Lib go CC with it----->dead Squigy.
Note:DON'T GO ON THE BRIDGE OR ~50% OF YOUR MEN WILL DIE!!
antialias
4th Feb 05, 8:59 AM
On insane a lot of dreds do the trick for me. Just don't upgrade them to assault cannons.
Kill everything at the first base with your whirlwinds. capture the first two points.
Early defense of your base is probably the toughest part of this mission. complete the chapel first and pump out some marine squads (2-3) then get 2 heavy bolters on one or two of those (don't add aditional members yet).
spread them a bit because the first wave will include two squads of storm boys that will try to tie up your marines (dance, tie them up with ASMs and let the heavy bolters do their thing). put up your listening posts and upgrade them. getting req is priority here because you will be living off those two points for a while.
get 1-2 plasma generators and upgrade your base. research the heavy weapons upgrade while this is going on, and as soon as that is done get plasmas on your boys (the orks will come in with nob squads almost exclusively, and plasma make short work of these). get seargeants and research the plasma pistol upgrade for additional punch.
research the req increase! defend the rear SP with your assault marines and maybe a turret. only storm boys will show up there (obviously) and turrets are very effective against them
get the rest of the plasma generators up and a machine cult going. pump out 3 dreds.
your heroes, three dreds and your marines should be enough to take the next SP. do so. get a whirlwind out and bomb the listening post on the ledge and the orks stationed there.
at this point I just pumped scouts with sniper rifles for the fun of it. and got as many dreds as I could (unupgraded)
in phase two you have to fight through a green horde to get to the secondary base site - snipers behind the dreds do really well here and you should get through without losses. waltz into the ork base with dreds and smash it, while keeping your marines and scouts outside to watch for nob squads that attempt to sneak past. there is a number of ways to deal with this: build turrets at the entrance of the secondary base, or surround the third SP you captured with turrets. build a secondary base (stronghold and a machine cult or two - you will be losing dreds, and replacing those losses quickly is important)
at this point you can have your ASMs join the rest of the gang (your base is now safe from sneak attack). any special weapons marine that dies should be replaced with a missile launcher marine. hordes will not be a problem anymore, and what few orks show their face can be easily handled by 8 squads of snipers.
The squiggy is tricky. on the way just obliterate the 2 kans and set up your forces so that they don't get in each others way. I then moved ont othe bridge and just swamped it with dreds and it went down pretty fast. there are a 3 leman russ tanks, 2 kans and the warboss around, however, so they got shot up pretty badly in the process. jumping ASMs in to nuke a kan or a russ is OK, but not really worth the hassle. I just retreated the dreds to my secondary base for repairs.
the final assault was straigth forward. dreads take point and prioritize taking out the kans and leman russ tanks (and the initial few wartrakks). whirlwind(s) hammer any building they see. snipers take on buildings or whatever (no orks left to shoot save for the warboss) and missile marines take on vehicles and buildings. leave the central part of the base for last or you will get hammered by russ tanks from he sides.
BrotherGaius
24th Apr 05, 12:03 PM
The hardest thing by far in this mission is dealing with the Squiggoth. This is one way that works fairly well. Build up as much as possible and take all the strategic points just before you get to the bridge. Don't trigger the Squiggoth just yet. Instead, send most of your forces back across the river to setup an ambush. You should already have some turrets setup near the beachhead and Whirlwinds in position on the hill overlooking the river. It helps to have a dreadnought or two and meltabombs on your assault squads. Some heavily armed tactical squads with missiles are also nice to have in position near the river. Once everything is in place send one Assault squad to trigger the Squiggoth attack. Have them toss meltabombs at it then retreat back to your waiting ambush at the river. Once the Squiggoth gets into the river it is in negative cover so attacking it does more damage to it. The trick is to position your hand-to-hand combat guys at the beachhead so as to keep the Squiggoth in the river while you pound it with everything you have available. It should go down with minimal losses if you had sufficient heavy hitters already in place.
KON Air
24th Apr 05, 5:44 PM
Strange, went unmentioned.
At the plateu you build your second base move your whirlwinds to the edge of the high ground, form there you can keep the river entrance in heavy suppression. But if you look at the last ork base you'll notice its lower parts are in range! So does the Assault Marines' jump range! The trick is to have 4-6 squads and keeping them alive and calling them back, while Whirlwinds are bombing the towers. When done with towers progress slowly. Take base out one ork or building at a time, when cleared a way for ASM to the Bridge take the Squiggot from both sides, which will be extremely funny (Squiggot has cool kill sequences) and bloody. Squiggot isn't that though after all, the problem is the vehicles behind it. Then blast the remaining Ork building on the edges.
(note; This tactic is full of different hazards for ASM, but what good is their life if they don't for their Emperor? Right.)
Mad Hunter
10th Jul 05, 12:30 PM
In the beginning do as they say. When it comes to crossing the river... Defend the sp with whatever it takes. build massive amounts of heavy bolter turrets. Take some assault marine squads and jump from the water up to the less defended part northwest. It will be easy to knock the defence from there, destroy the Waagh banners and reinforce your squad in case of casualties. Then clean the area from enemies. There should be a looted reman russ tank in there. Destroy it with melta bombs. Take over the sp and the area is YOURS! Now you have 2 possibileties. Attack "the big frog" (the squiggoth) from the behind or continue west where there's almost no defence. If you attack the squiggoth you will finally die. But there's a BIG bonus. For me the squiggoth started marshing against the heavily defended river. It's easy to knock in there.. If you continue west you can jump with the assault marines straight in to the anthill! The place where they got their key structures. Jump in, destroy something, and jump out. They won't know what happened. Finally get some dreadnoughts and come the main way. Finally they're broke and you've won. :flamer:
Hello all,
I can not get my whirlwinds to fire.
Can some one help me out?
Thanks,
Zeek
Lancer
13th Oct 05, 9:26 AM
zeek, change their stance from "cease-fire" to "hold ground" or something else.
zeek
13th Oct 05, 10:30 AM
thanks i'll give that a try
tical0420
4th Dec 05, 5:31 PM
Ok I am new here. I have killed every Orc and the Boss, I have destroyed everything and I can't seem to get the mission complete. The only thing on the map is the pillbox looking things that are nutral with no owner. When I glide my mouse over it says that I can build a Plasma Generator or The Bigga thing ( the orc's version of the gemerator) but I can not built anything on it. ANY pointers/ As I said b4 every enemy is dead.
I start off on a cliff above the ork base and can destroy only the nearest turrets. I can't seem to get off the cliff to attack the rest of the base, what do i do?
dandare
8th Dec 05, 4:35 AM
select the whirlwind tanks and click the attack ground icon on the spots you want to shoot. when you've cleared out the orks jump in your assault marines, there's a blue icon on their screen to jump. as for tical it sounds like you have a game problem, try the troubleshooting room, tbs or moe could probably help you.
Your whirlwinds may have started in cease fire mode. Change them to aggressive stance if they refuse to fire.
Narghrat
12th Dec 05, 1:35 PM
Hi, I need help with Mission 4. I'm at the start and i've destroyed the ork base with my whirlwinds, but for some reason my base isn't dropping in. Any ideas?
dandare
13th Dec 05, 3:59 AM
jump in your assault marines and move forward to the critical point, it should then trigger the base.
protonumbah3
21st Dec 05, 2:58 PM
i have a werid problem when the buildings are dropped and i click build then click on the buildings my servitor just stands there(this happens on all missions)
this is just my stategy for the squiggy thing.
well i had the demo and did not know so i charged and got my arse kicked and reatreated to my base then i sent scouts out to find the squiggy thing and found it near the river entrance. so i built up my force(mostly heavy bolters and rockets) and had 3 whirlwinds and the rest dreadnoughts(max ur squad cap) then i procceded to bomb the squiggy thing with whirlwinds accross the tree line whilst my army waited then after it was in the red i charged and killed it in around half a minute. for this stategy instead of using ur entire army to lure it like i did use scouts also this requires patince.
tical0420
21st Dec 05, 6:39 PM
Thanks man.
psycho1462
18th Jun 06, 3:18 PM
i have read this entire thread and i still cannot get my artilery units to fire i have tired again and again they just refuse to fire and eventually blow up because the turrets on the base keep firing at them and i can't do anything
please help
Adonis
19th Jun 06, 12:46 PM
Did you happen to read posts #13 and #14? ;)
Magicman405
22nd Jul 06, 5:37 AM
I cant get the whirlwinds to work either.. the attack ground button wont work for me.
anonymousMarine
25th Jul 06, 9:01 AM
what, really?
maybe its because they're on Cease-Fire stance (F4)
Try setting them to F2; Stand Ground and they'll start blasting away.
BullGator
30th Jul 06, 7:29 PM
Fix:
"WhirlWinds" are longrange weapons they are to close to the cliffs edge making them to close to the targets and off angle wise.
At the start of the mission move them back from the edge near where the "Attack Marines" are located.
I clicked on either the (red) "Attack" mode or I did the (blue) "Stand Ground" mode from back where the Marines were sitting and kicked back and watched them destroy the entire camp.
Lotharun
28th Dec 06, 8:47 PM
nm. found it.
Garumsh-Zott
2nd May 07, 7:40 AM
Since the hard part is basically just the beginning here's a little tip. After blasting the top hut and banner(and most of the orks that start appearing, jump your ASM over and cap the 2 points! This will start some req rolling in while your WW's bombard the rest of the base, which is very helpful when hardteching to dreads once your base is up(you need those asap because the nobs that arrive shortly are murder)
jonnywarhawk
7th May 07, 10:36 PM
Thanks for the walkthrough. ;)
ZeusiDe
9th Jan 08, 9:06 PM
hello all:
ty for the walkthrus, the info is mos def very helpful.
i'm know sure as to why this is happening but the big elephant like mob (i'm forgetting the correct name) does NOT trigger when i come across the bridge for some reason. only the kans come out and then retreat back into the ork nest. i've to go in fully to battle the boss as he is in the back of the nest. by the time i even get to him, 75% of my army has died out, this has happened three times now, am i doing something wrong, i thought that just by walking mid way across the bridge the boss would trigger.
my build consists of:
6 marine squads (4 bolters, 2 missles)
2 assault squads
3 whirldwinds and 3 dreadnaughts
/ty for any advice
edit: after giving it another go for three more rounds i was able to finish it with some b.s. strategy (but it worked). basically i took my entire unit to the north-east corner of the orks camp (minimap). during the trip from the bridge, suffered quite a few casualties, but started to pick them out one by one and then moved south into the ork nest, encountered the squiggoth and the boss and just unloaded on them while spamming the reinforce key. not really feeling happy about it cuz the whole approach was just lucky i guess. =(
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