View Full Version : [DoW] Mission 8
Dyntheos
1st Oct 04, 11:58 PM
The Chapel
IWAssassin
5th Oct 04, 3:40 PM
The Chapel [Assumes Easiest mission setting]
You start the mission with the Captain, Librarian, Apothecary, and Assault Marines. Build no other units. Using them in one large group you can cleanse your side of the map and capture all strategic points with ease. With your servitor begin teching up to Terminators. Don’t worry about the base on the other side of the chasm now; it can take care of itself for quite some time.
Once your side of the map is cleared, it’s best to wait at until you can build Terminators before doing anything. Once you can, deep strike Three Terminator Squads directly into your second base. The base comes under your control. Once the Terminators are fully upgraded to 8 men plus 2 assault cannons, you can march them out into the world. I use the northwest exit, having them follow a path roughly towards the chapel area.
You’ll want to use the two local Machine Cults to pump out 6 Predators as soon as possible. They form a great fire support base for your Terminators. As soon as you have two Predators, send them out the east entrance, also on a path roughly towards the chapel area. Your two groups should meet up near the Relic on this side of the map. This is where it’s best for them to start working together as you’ll encounter a number of Defilers, at least One Predator, and countless Chaos Marines. Once everything on this side of the chapel is taken down, attack the chapel doors with everything you’ve got. It will take some time but eventually they will fall.
Plot twist! The Imperial Guard have turned! Send the Terminators into the chapel, leave the Predators outside. Together they should make short work of the Traitor Guard. Walk the Terminators to the Altar of the chapel and you should get a mission complete. If not you most likely missed a Guardsman or two, just patrol the area around the chapel till you find a Guardsman and you should get it. The rest of the Chaos Marine forces are irrelevant. If you want to take them on, I recommend getting some leader character with the Terminators or you’ll be stepping on minefields left and right, which do hurt Terminators eventually.
BrianGeneral
9th Oct 04, 11:27 PM
I'll upgrade my local base to tier 3,get 3 Dreads in OR,then use my AM jump to opposites and rush to my second base.
I also get some SM to protect my local allies,as Raptors will jump to your side frequently.
After you have control of your second base,"Delete" All your SM and get >3 T,full squad,and all with Ass Cannon.Drop all the Dreads in your second base and get Ass Cannon for them.
Get 4 Pred with all Las.You won't really need LR,but if you want,get 2 LR instead.
March them to the chapel,kill everything.All-Las Preds should kill Defilers and Preds fast,while T and Dreads with Ass Cannon shoot all CSM dead.
Break the Chapel door,and Evil IG will come and attack.No match before the mass Ass Cannons.
Finished.:D
NotAClue
14th Oct 04, 2:14 AM
If you want to get a very early start on the 2nd base, you can jump the starting AM squad over the chasm and send them straight into the base. They might take a loss of 1 or 2 members but they'll make it no problem and the enemy won't pursue you into the base.
The down side is that doing this can lead to a Fatal Scar Error since there are at least 2 squads of Raptors that are scripted to jump the chasm and attack, and IME they won't make the jump if you've secured the 2nd base. Further, if you simply destroy them before they jump this is what actually causes the error. You ~can~ use the AM squad to 'lead' them to the ledge and then jump back over to the starting side. After a short delay, and again IME, they will make the scripted attack. Repeat for any other Raptor units.
BrianGeneral
19th Oct 04, 7:09 AM
You just need one now,and it's outside of your base.
I agree with NotAClue
First start of building your mainbase. And capture a few strat points, upgrade and research anything, put some missile+heavy bolter turrets around the strat points you've captured, because of the chaos' jumping over the chasm. If needed, repair the turrets. You can take a sprint with your assault marines, jump over the chasm and own the second base, you don't need to reinforce it, only repair some turrets, and complete this base with barracks etc. from here you can do what IWAssassin descriped...
I used 1terminator squad, 1 assault termi squad, 1 predator, 2 huge tanks(the new ones don't remember the names) and a normal spacemarine squad. This is way more then enough, maybe you need to reïnforce the AT squad 1 time. The marine squad can cap the last relic+ strat points.
NotAClue
19th Oct 04, 8:59 AM
BrianGeneral wrote:
"You just need one now,and it's outside of your base."
What's this referring to?
BrianGeneral
19th Oct 04, 9:55 PM
Relic.
You can use LS for recovering your base,but I'll prefer using the initial AM cos it'll be quiote long to change LS to DN and Pred.
all the way is a 2nd base.. it's capable of defending itself for a pretty long time, it's all the way to the east of your first base. By occupying it, you will have way more time, since enemies won't attack as fast as without the base..it's like they think 80 times before they attack
buggerlugs
22nd Oct 04, 8:17 AM
Sorted! first attempt too!
Did it with 3 whirlwinds, 2 predators, 2 squads of terminators and 1 squad of space marines with the good old captain with his powersword :)
This mission is slightly flawed by the fact you need to deepstrike a builder bot into the second base mind! doh!
artemis chef
24th Oct 04, 1:58 PM
This is the way i finished it on normal:
in short, after you get the 2nd base secured, rest is easy.
-Get an orbital relay as fast as you can, disregard almost everything else, just get it asap.
-While doing that, cap all the SPs in your side of the map with the units you have in the beginning, dont build other units.
-When orbital relay is built, deepstrike a terminator squad (i guess any unit will do, tho) to the 2nd base.
-Now start upgrading and reinforcing your stuff properly.
-After i "secured" the 2nd base, i built several dreads, 2 squads of terminators and 2 squads of marines. attached heros to terminator squads. delete the initial assault marine squad to free up some unit points.
-After this point it's straightforward, just cap all SPs.
Be careful tho, while my force was on the top right corner of the map, a large enemy force attacked my 2nd base... had to get my guys back in there.
you can probably utilize force commanders orbital strike in this mission pretty well since there are groups of enemies in places, together with defilers and whatnot. i didn't bother. with your terminator squads you can't lose.
Junzo
27th Nov 04, 6:22 PM
Hello DoW Boards, first post be gentle with me ;)
I find the 'tech up to Terminators and Predators then stomp the map' approach a bit dull. Here's how I did it on Hard.
I started with the idea that I would not have time to get to Orbital Relay and drop pods until the 2nd base fell. After securing my side of the map with a couple of marine squads plus the leaders I jumped two AM squads across, when I got there I had just finished Sacred Artifact and the 2nd base already had Raptors inside it. Lucky thing I got there. After securing the second base with a few Predators at the entrances and some more turrets I concentrated on the rest of the map.
I prefer to use a tight team for this kind of map clearing.
1 Marine Squad with force commander- 2 Hvy Bolters and 2 Missiles
1 Teminator Sqaud - 1 Flamer and 1 Assault Cannon
1 Predator - Turret Laser upgrade
1 Scout
1 Assault Marine
1 Land Raider
Back up force of 2 more MS standing by with 2 Dreads in Drop pods just in case it got hairy. Also two more MS with the Librarian and Apothecary loitering just behind my attackers just in case of stragglers. As it turns out they were right in the way of the Chaos IG when they turned up.
Scout finds the next group of baddies, TP Terms in the middle of em, jump the AMs in the middle of em whilst have the Predator and raider drive down. Drop the MS off, Machine spirit the raider if needs be and put AM and terms on overwatch. Job Done! The AM's might take casualties depending on how heavy the resistance was but that's about it. Could have used the Librarian in there too I guess but I didn't really need him.
Only regret was going into the chapel after beating up the traitor guard before taking care of the top left of the map!
Kayvaan_Shrike
19th Dec 04, 10:07 AM
Best (or most comedic) way to break down doors: set Gabe (or more precisely, the Litany of Fury's plasma lances) on them. I swear to you that I knocked quite a bit of armour off the doors (though I'm afraid most of the damage done by the Litany of Fury was to the Chaos dudes guarding the door. Eat plasma, Obliterators!)
Following that, I ended up with two Predators (both Destructor pattern, or autocannon and heavy bolters to those who like this kind of detail) driving into the Chapel backed up by Gabe and Isador...
BrianGeneral
20th Dec 04, 6:46 AM
IMO you'll have no time for any Orbital Strike.4 All-Las Pred+4 Ass DN+Ass Ts(you should have last two before you go to the outpost) will do the job.
Kayvaan_Shrike
20th Dec 04, 9:06 AM
Still, with a couple of well-timed Orbital Strikes you'll be able to neuter most of the Chaos forces guarding the door (Defilers are surprisingly easy to kill with plasma lance strikes, I must say). THEN you can concentrate on sending in enough stuff to blow the doors off (four Predator Annihilators is a bit mad, BrianGeneral, I only had to send in a single Land Raider with one lascannon Hellfire Dread after the Strikes...)
antialias
14th Mar 05, 5:20 PM
On insane:
Right at the start build an additional 3 servitors. Get your AM started on capturing the three CPs around your base. The first servitor should put up a heavy bolter turret as far forward as possible immediately, while the others put up a generator each.
When the generators are finished put up another 3-5 heavy bolter turrets. This (and your commanders and AM squad) should keep you safe from the raptors.
Build LPs on all points, a chapel and an armory. Upgrade the forward LP.
Get another AM squad (quickly!) and reinforce it. Jump your two squads accross the chasm and run to your base. If you do this too slowly your base will be overrun. On 'normal' and 'hard' your base can survive almost indefinitely because of its defenses - not so on 'insane'.
Commanders and one additional builder will drop on over after your AM arrive. Have them grab the two CPs. Upgrade all points to LPs with guns. If you are under pressure put up a chapel at the secondary base and get out 1-2 marine squads with bolters.
At your primary base start building the remaining generators, upgrade your base and construct an artifact. Build one more AM squad there (or jump one of the others back over), clear the area and grab the relic and all the other CPs. Upgrade (any) base to level II and build an orbital relay. Don't forget to research req increase as soon as it becomes available. Kill all your units at the primary base. Do all upgrades.
Now start pumping 4 landraiders and 4 (or 5) squads of terminators with assault cannons. Do all upgrades. Kill your 'lesser' troops as needed. Add apothecaries to all terminator squads but keep your commanders separate. Replace the apothecaries when they get killed (load them in the orbital relay and drop them into the battle zone)
Sweep the area by preceeding your terminators/commanders with the landraiders (use 'machine spirit' when CSM with rockets arrive). Landraiders are a good damage sponge (keep some built in your machine cults in case they get destroyed). Focus on vehicles and rocket CSM first. Use orbital strike for heavy opposition. Use all your commanders' abilities as often as you can.
Go to the cathedral, blow down the doors, and show the guards what 5 terminator squads can dish out.
If you want to cleanse the whole area first be carefull around the bolter/mine area to the south of the chapel. Waltzing your terminators in there will most likely get them killed. Use orbital strike to soften up the defenses a bit first and you should have no problems (or bring along one marine squad with missiles and an infiltrated scout squad and take the defenses out at a distance)
antialias
17th Mar 05, 10:54 AM
On insane (fun version):
Build, get to the secondary base and upgrade same as above...
...but if you want to have yourself some fun and an army that builds more quickly, instead of the above terminator/landraider army go for:
- 10 hellfires with lascannon upgrades
- 20 scout squads with sniper rifles
With the crappy morale of chaos troops you will see hordes of chaos boys run from your advancing sniper wave, while the hellfires act as meatshields and kill the occasional defiler/pred. The final guard assault also breaks instantly. :D
potemkis
7th May 05, 10:48 AM
The first time I played through Mission 8, I never once got attacked by Raptors. I teched up to Termies and drop-podded them into the second base. The second I did that, the game ended and said I was defeated...
I know that the Machine Cult had been destroyed by the time I got there, but as far as I know, most everything else was still standing...
I'm on my 2nd time through right now, and so far it's been going along with what everyone is saying.
Just wanted to point that out...
Ibrahim Gaunt
19th Apr 06, 6:17 AM
Am I the only one who just spammed assault marines and predators?
I was trying to kill of my AM without using the 'del' key and they are sorprisingly tough.
I found out that if you jump over the chapel gates, they'll automatically be destroyed.
Predators for thevehicles.
Jiba Jaba
15th Apr 07, 9:29 AM
On insane what I did was to build an armoury and one SM squad and 1 scout squad to cap the points and got my servitor to put LP’s on all of them on my side of the trench and build generators whilst I was taking on the various cultists and raptors. The best way to do this is to get your commander units to engage them first and then your ASM with back up from SM and eventually the scouts. Also the librarian abilities are useful as you can take the raptors off their feet giving you a little bit of time to recover some health from the apothacry and also shoot them up a bit. Once I had made sure there were no more raptors I jumped my ASM over and then jumped again quickly so they don’t get too shot up.
I got my servitor to build lots of generators and I techd fully up, and scrapped my SM and scouts and eventually my servitor. Whilst I was doing this I built 2 Whirlwinds as they are very useful at softening up the enemy and got some all tech and research upgrades. I then built some terminators and attached the commander for orbital bombardment and apoths. Then put them back in the chappel. I Then built 2 preds and then put Hellfires on overwatch.
I then proceeded to take out the two points closest to the trench with few losses and then proceeded up the map to the east corner.
Now came the fun bit I ran some infiltrated scouts into enemy territory and behind the chapel and deepstriked hellfires and terminators and then advanced them into the chaos base and destroyed it. I managed to keep the terminators alive by jumping them to safety behind the chapel and replenishing their numbers and dropping some more dreads. It took me 2 waves to destroy everything. Then I dropped a servitor in to make repairs and put listening posts up. I then went into the chapel from the back so destroyed the doors from the inside. (My base however was repeatedly attacked so I ended up placing turrets with rockets all around it.
I blew the doors open and used the orbital bombardment on all the units outside the door and made quick work of chaos and the imperial guard. Doing it this was a lot more fun and probably easier than advancing slowly up because if you don’t destroy the base they can make lots more troops and vehicles.
Oh and when dreads are dropped i made sure to put them in the middle of the enemy otherwise it is too easy for the defilers to hit.
H.S. Kablooie
8th Feb 09, 2:50 PM
I'm having an odd and unexplained "Mission Failure" event on or about the time I find the Relic point on my side of the chasm.
"Build up the base before it's overwhelmed by Chao's Forces", I assumed it meant my base, so pumped out Space Marines, got some scouts, and put two teams of servitors busily putting Listening posts on the SP as I found them, build turrets, plant mines, etc.
However, my base was only assaulted twice, likely not a timed event, just uncovering them on the map. I also annhiliated a third group (maybe a fourth) on my side the map as I explored. There's also one or two SP near the chasm, and as I feared the Chaos troops on the other side would shoot as any LP was being erected, I flattened them with artillery and mopped them up with Assault Marines.
As soon as I get within sight of the Relic point, however, the game suddenly ends, says the Mission failed. There's no timer, I was hardly seiged at all, and most of the mission so far has been cleaning up "my side of the street", that is, the western end of the map.
I assumed if I have to reach the Temple within a certain time frame there'd be a countdown, timer, something? Why is the mission failing? It'd be nice if there was a least an explanation as to why, because I'm clueless as to what I'm doing wrong here.
Kalimac
8th Feb 09, 3:04 PM
You have to get to the Space Marine base at the other side of the ravine before the two Machine Cults there are destroyed by Chaos forces. I think you should be able to see the base on your map, it's located in the south-east if I recall correctly. So, basically, clear the first part of the map first (quite quickly) and then tech up and drop your army in the second base by Drop Pods. Jumping over the ravine with Assault Marines and Landspeeders while you tech up is recommended, so that the base isn't destroyed.
H.S. Kablooie
9th Feb 09, 8:14 AM
Thanks.
I was able to salvage my saved game by jumping a squad of AM's to them, later joined by a land speeder.
It really doesn't make sense, as I had already constructed a Machine Cult on my side of the map. The other two would certainly be advantageous to have over there, but not vital, shouldn't be a game-ender, IMO.
Kalimac
9th Feb 09, 9:57 AM
I think it's just there to put some pressure on the player to get there in time. Otherwise it would just be sitting in your own base and teching up without being attacked anywhere. Also, if you don't use the Machine Cults on the other side of the map, you have no way of using Predators or Land Raiders against the enemy.
Is it possible to save some of the allied marines? (On hardest difficulty.)
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