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Dyntheos
1st Oct 04, 11:58 PM
Unholy Ceremony

The Collector
5th Oct 04, 11:54 AM
This mission involves your force in the upper left corner, with the objective of destroying a vast Chaos base in the center of the map, with four relics to capture and so on.

Upgrade as normal. The enemy has mined the entrances to his area, so you cannot rush in force. Cap and fortify SPs with LPs, upgrade and wait for them to come to you. Try to establish a perimeter of capped SPs with LPs around the center objective. Leman Russ will become availible. You will encounter the Chaos Lord trying to kill your LPs-which he does quite well. Plan accordingly. MLs, Plasmas and flamers, since the enemy wont send too much regular infantry.

Soon the FC will teleport to the bottom right corner of the map (opposite from you diagonally)with a few squads of terminators. Move him "north" (basically "up") and take the first left into the compound. Kill everything. Split up your squads and sweep the lower levels for enemy oblits. Watch the mines and rebuild as necessary. You can follow up by storming the inner compound, clearing the walls and relics of enemy forces. Hopefully you've been teching up for a bit and researched orb. relay and other goodies, and can drop pod forces directly into the base. On Normal you can afford to focus on merely teching and forting up, waiting for the FC to appear and letting the termies do the dirty work.

After the termies sweep the whole compound, the game is basically over. The Chaos Lord dies easily to the termies. Send the Inquisitor into the compound, and cap the relics with scouts and stuff. On Normal, no enemies appear after sweeping the base. They may on other levels, so make sure to cover the relics to prevent any possible attacks.

After these relics are held, the level ends.

IWAssassin
5th Oct 04, 3:56 PM
Unholy Ceremony [Assumes Easiest mission setting]

You start the mission with no units. To the south are six Leman Russ Battle Tanks with heavy damage. They will repair themselves and when each one reaches 100% health it will become active and yours to command. Immediately Build Some Marines and an Armory, upgrading the Headquarters.

You’ll want at least Three Marine Squads, but Six will be better. Equip everyone with Plasma. Capture the four closest strategic points, reinforcing the two points closest to the center with as many Heavy Bolter turrets as you can build. As Leman Russes become active send the first three to the southern point, and the latter three to the northern point.

Your choice is to either take three or six marine squads, as soon as you have them capture the closest Relic. When you start capturing the Relic Captain Gabriel will arrive on the other side of the map, bringing two Scout Squads, three Servitors, and Three squads of Terminators. Capture the strategic point there, reinforce the Terminator Squads, and build a bunch of Missile Launcher turrets there.

Once the Terminators are reinforced, send three Marine Squads to the northern Relic, and Three Terminator Squads to the southern Relic. Leave One Terminator Squad at the southern relic, and send two terminator squads to capture the eastern relic. Once the relic is captured a two-minute countdown timer will start.

If you had six Marine squads you left three at the western relic so it will be well defended. If not, send one of your Terminator squads from the eastern relic to the western relic. Ignore the chaos bases as they are of no concern. [If you really want to, you can build some Dreadnaughts or Predators to take care of the bases, but your infantry is needed to defend relics].

Once the two minute mission timer is up your mission will be complete.

Key points are heavy bolter defenses for your main base, supported by Leman Russes. Remember to defend all relics once captured. This will be tricky if you only built three Marine Squads, so six are recommended. As always reinforce squads when they take casualties.

BrianGeneral
9th Oct 04, 11:53 PM
Get loads of SM in your base,while all the Guards arm with Plas.Fortify the 2 fronter SP with lv2 LP and >4 turrets.

When each Russ finished repairing they can be used,use them to bombard the roads nearby.Move all the guards/SM to guard this 2 points.

Get loads of Dreads with Ass Cannons,forget Preds/LR.You won't need them.

Then FC and 3 T with some other stuffs with drop opposite side of the map.Fully reinforce all 3 T and arm them with Ass,while Servs build another Stronghold there,then build turrets towards the south,when Ts guard the north(and they did quite well).Drop Dreads for them if they're needed.

Get a squad of Scouts with them,and start killing off Chaos bases from the north.

Meanwhile your SM can move themselves to grab those relics,but if you see any Chaos structures kill them first.Drop Dreads for them if you want.

You may also drop Dreads everywhere,arm all Dreads with Ass Cannons,and set them auto-attack any Chaos.

With such forces(3 T and loads of SM+10 Dreads) you should have kill off all the Chaos bases(will notify you if you finished that),then you can capture the relics with leisure.Mission complete.

Duh,Bale had been betrayed and killed.Though Garby's finishing move is really awesome,I feel sad for Bale.I hoped that before he'll be possesed by a BT and fight more fiercely.:(

Arquebusier
17th Oct 04, 12:01 AM
I waited for Lemen Russ tanks to repair then sent them in with dreads and SMs and beat the crud out of em Chaos Boyz

AsciiSmoke
20th Oct 04, 4:45 AM
I sent my leman russes and a squad of rangers anti clockwise round the map from the top left capturing the outside points and fortifying them with guns and rocket launchers. Meanwhile I did the same with my force commander and terminators from the right. Once I had control of all the perimeter points it was easy to close the perimeter in on them, though you have to take it slowly and using your lemans you can trash the relic encampments from a safe distance.

artemis chef
25th Oct 04, 8:22 AM
normal difficulty.

in short, fortify your initial base heavily and wait for your FC to appear on the other corner of the map, then just sweep thru the map with dreads and termies.

-build up your base
-while doing this cap nearby SPs with your initial forces
-fortify the two SP near the fence (this is either north or west of your base, can't remember) heavily with lots of turrets and tanks and your initial marines+hero, they will be attacked constantly
-wait until your force commander appears at the other corner of the map
-build dreads, max-upgrade your termies, start rampaging all over the map with your termies as one group and dreads as another. you dont have to keep them together, the dreads are pretty much unstoppable, as are the termies.

Bobacanoosh
9th Jun 05, 6:01 PM
It isn't a bad idea to pump out tac squads as soon as the mission starts, since this lets you get a mcuh larger force than normal. The captain's forces come in at over 15 off of your pop cap, but you still get these units even if they push your cap is over. Use this extra large force and the guard and you can have a massive force for this mission. As for actual mission strategy, there are Chaos bases above and below the captains position. Destroy them and almost all chaos production will be gone, aside from a few buildings inside the area with the relics. One last note, using scouts to check out the relics isn't a great idea. The chaos guys aren't real smart, but they'll notice the scouts when a nearby mine field goes off, and the squad is thrown in the air and the members tend to end up on opposite sides, so when they reform they just hit another mine.

icybolt67
6th Sep 05, 1:37 AM
what are the IG battalions for? to take up squad limit? **coughing**

BrianGeneral
6th Sep 05, 1:40 AM
Cheap Plasma Gunner/Grenadier,probably.

SnagglepussX
17th Dec 05, 8:48 PM
I found the IG frustratring because they were so weak, and they kept my pop cap of good soldiers down, and kept losing this mission. I didn't even realize that I had the Captain and his forces were there and commandable, and that they ate up my pop cap. (I thought it was just one of those things in games where you have something arbitrarily disabled so as to walk you in lockstep through a mission's goals.) It actually made it more fun in the end, though. If I lost the only marine squad I had, I couldn't capture any points, and if I lost the servitors, I couldn't rebuild anything or reinforce the points, which were constantly being attacked. Basically, it made everything pretty razor's edge.

Eventually I grew to love the IG troops and Lehman tanks. It became a real challenge not losing the single marine squad and the servitors with only IG guards, who were dying away in massive numbers. Eventually I captured three out of the four points and wiped out all the bases inside and outside the ring but one, which I finally realized could be done by the Captain who I hadn't even noticed there before. Meantime, defending points I had already captured with my minimal forces was kinda rough, and I kept losing them after capture. Recapturing them gave the enemy more time to rebuild troops.

All in all, doing it the weird hard dumb way was a blast. Maybe I'll play it again sometime but this time, capture not 3/4 of the map but all of it with just my one squad of marines, the IG troops, and my remaining Lehman Russ tanks.

fudge_dragon
21st Mar 06, 2:16 PM
I've had a small problem with Inquistor Toth!
I got him killed and dispite seeing the "Commander Retured" Notifacation and hearing "The Inquisition has arrived" or something allong those lines toth did not reappear and was not in the commander sidebar thing

Thrud
22nd Nov 09, 3:55 PM
I guess this thred has been dead for a while.

Just thought I would give this game another go.

Playing on insane, I have had no real problems. The only difficulty has been when my FC was dropped in to the North, I had little MP to reinforce the single unit of Termies. Didnt las too long, and the FC keeps getting killed before he can clear the area. Will need to send a rescue party.

adamsun
6th Feb 10, 11:07 PM
Easy level.
At the beginning, keep 2 SP only. Get 20 units ASAP, so that when FC comes, get total 37 units. Then defend the right corner SP with Heavy Bolter turrets and one Predator. Then send in 4 Predators, 2 Servitor(to repair tanks), 3 Terminator units(with apothecary for quick heal) in as a close group to destroy all enemy buildings.
Move slowly and make sure all units are will repaired/healed. After all buildings are destroyed, no new ememy units will be created, it will be very easy to take all SP and the 4 relics, and nothing will happen when definding the relics for a few minutes.

Zzappruder
2nd Apr 10, 6:46 AM
Insane level.

You're short on supplies, so try not to waste anything (i.e. don't get anyone killed or do upgrades you don't really need).

Build scouts and marines and let the sevitors buid an Armoury together. As soon as it's finished, upgrade your HQ. Let the servitors build a generator. Scouts cap the SP north-west, Marines the SP south-west. Build LP's and upgrade them. Hurry your scouts to the SP south-east, guard them with Toth, the SM's and the 3 IG squads.

Chaos starts attacking. Especially the visits of Bale (attached to a squad of cultists) are difficult to handle. Use smite as much as possible. Keep 1 servitor at the north-west LP. Backed up by the scouts (with sniper rifles) you can keep chaos marine squads busy.

Meanwhile, build and upgrade the LP south-east and give your SM squad 2 plasma. Build another SM squad, upgrade to 4 heavy weapons, give your SM's 4 plasma. Upgrade the LP south-east to heavy, upgrade the global resource bonus and move up to the SP north-east.

With your 4 LP's upgraded to heavy you have enough requisition to fill the unit cap with 8 SM and 2 scout. Start upgrading with plasma and rockets (3:1) and the upgrades from the Armoury. Keep a couple of hunderd req in reserve to upgrade the scouts and terminators when they arrive.

Keep the captain and his crew around the SP. Kill the 4 squads of cultists. After the battle, cap the SP and reinforce the captain with some dreads (yes, they have to twiddle their thumbs for a long time while you build a Machine Cult and an Orbital Relay). Sent the captain east, capture the SP, build a LP and upgrade it to heavy. Build 5 turrets behind and next to the LP (don't upgrade them). This point will be attacked constantly. Now sent your 2 armies out counter clockwise. Add Lemans when they come available. Purge the map of Chaos bases (south, north and some buildings within the inner ring). Your scouts can scout ahead. Be wary of Lord Bale (him again), because he will pierce their stealth and they die fast.