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[DC] Infiltration Info

  1. #1
    PJ666_Reverend
    Guest

    [DC] Infiltration Info

    I had a little trouble getting used to the new DC infiltration system (but now I love it). I put this list together to help me and hopefully others. I haven't played some races in depth, so by all means corrections welcome (I'll try to edit and update).

    SM
    Infiltrate:

    Scout*
    Skull Probe
    Detect:
    Librarian
    Skull Probe

    IG
    Infiltrate:

    Vindicare Assassin
    Detect:
    Psykers
    Long Range Scan (activated at HQ building; one scanner with timer per each HQ)

    ELDAR
    Infiltrate:

    Ranger*
    Webway Gate*#
    Detect:
    Seer Coucil
    Guardian Sqauds (with Warlocks)
    Harlequins

    CHAOS
    Infiltrate:

    Chaos Space Marine*
    Cultist*
    Detect:
    Cultist
    Sorcerer
    Chaos Lord (with Tainted Auspex)

    ORK
    Infiltrate:

    Gretchen*
    Tankbustas
    Detect:
    Big Mek
    Warboss
    Mega Armored Nobz

    NECRONS
    Infiltrate:

    Necron Lord (and nearby units w Veil of Darkness)*
    Detect:
    Builder Scarab
    Wraith
    Necron Lord (with Solar Pulse)*

    TAU
    Infiltrate:

    Devilfish Troop Carrier
    Stealth Suit Team
    Detect:
    Vespid Stingwing
    Path Finder
    Ethereal

    *Research required
    #Eldar building: cloaking ability affects nearby structures
    All Turrets/Waagh Banners Detect (Missile Turrets have slightly longer range)
    All Captured Points-very small detection radius
    Last edited by Slow_Runner; 11th Mar 08 at 9:46 AM.

  2. #2
    Member
    Join Date
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    No, really....
    All turrets detect.

    Chaos Lord can drop Tainted Auspexfor detection. MANZ detect for Orks.

  3. #3
    SPADEZ
    Guest
    Orks:
    Warboss also can Detect Stealth for the Orkz as well as MANZ

    Necron:
    Wraiths can't infiltrate. They detect it.

    Tau:
    Stealth Suit Team is the only stealth
    Pathfinders and Vespids can detect.

    Everything else looks correct.

  4. #4
    a few extra things...

    warlocks for eldar (in guardian squads) also detect.

    mega armored nobz and the warboss also detect for orks, and tankbustas also infiltrate. (upgraded waaaagh banners DO count as turrets when it comes to detection as well, which some may not know).

    for tau, the commander does NOT detect, its the vespid squad that is the other detector.

    also... i believe all LP2s have a very, VERY small detection radius around them, so dont try to melee lp2s with cloaked units.

  5. #5
    SPADEZ
    Guest
    ooh ya I forgot da tankbustaz

  6. #6
    Fuzzle
    Guest
    All captured points detect (Even if there is no LP on it), but only in a very small radius.

    Tau troop carriers can both infiltrate and shoot, neither require research.

  7. #7
    PJ666_Reverend
    Guest
    Thanks for the help folks! Should be more accurate now...

    Some other questions (guess playing the game myself and testing may help

    So the Wraith detects, is that "phase" ability just for avoiding damage then?

    Do the Gretchen/Tankbustas need research to infiltrate?

  8. #8
    kornuletz
    Guest
    it should be getchen* because it requires research.
    wraiths cant infiltrate AFAIK

  9. #9
    isurus
    Guest
    IG
    infiltrate: none -... edit yea im stupid.. fricking assassin of course
    detect: psykers attachable to infantry squads (not in the command squad i believe)
    Last edited by isurus; 18th Oct 06 at 4:23 PM.

  10. #10
    MoN-KeiGH6
    Guest
    The Necron Lord with the Veil of Darkness upgrade cloaks himself and all units near him.

  11. #11
    SPADEZ
    Guest
    Yeah, the Wraith just becomes invulnerable. Tha's it.

  12. #12
    PJ666_Reverend
    Guest
    Thanks again guys!

    omg, can't believe I forgot IG! I think the Vindicare Assassin infiltrates...

    Updated for Wraith detection, NL w Veil of Darkness

  13. #13
    eks
    Guest
    The IG scanner.

  14. #14
    isurus
    Guest
    right yae that too. where is my brain today?

    edit: my sig should be attached.. hm? k


    just did a test. a strategic point, without a LP can see stealth within about 15 feet. a strategic point with ANY level of LP is the same distance, it is NOT increased. a fully upgraded LP will not see any farther than a capped strategic point.

    psykers, in command squad, in regular squads, and alone, can all see the same distance, and that is about from one edge of the screen, to the other edge of the screen. so for example if your psyker is at the bottom of the screen, he can see stealth units at the to of your screen. left and right sides are a little shorter due to screen ratio and obviously widescreen monitors you have a little extra room on the sides.

    if your command squad has 4 psykers, the detection range does not stack, but it does overlap. this may get you an extra 4-6 feet due to one psyker being closer to the stealthed units.

    with the long range scan, it seems if the stealthed units move out of the red circle, you cannot see them.

    if a pskyer dies, stealthed units can still be seen for about 5 seconds afterwards.

    a heavy bolter turret can detect at its max firing range, which seems to be the same distance that a psyker can detect.

    a missile turret has a longer range than the heavy bolter turret and psyker, about 10-15 feet is my guess. it can detect and fire within its max range.
    Last edited by isurus; 18th Oct 06 at 5:08 PM.

  15. #15
    PJ666_Reverend
    Guest
    Excellent info!

    Updated to reflect all psykers detect, and of course the long range scanner (just finished my 1st DC campaign w Eldar, that darn red circle was all over my rangers like the eye of Sauron or something lol).

  16. #16
    Dominare
    Guest
    Yes, its highly suspect how the computer IG throws a scan down the moment your stealthed units pop out of the barracks.

    It might also be worth noting that attaching a commander to a stealthed squad will prevent that squad from being infiltrated until the commander leaves.

  17. #17
    btw dc isnt 1.51 since it has new balance changes and all and is much difrent than wa 1.51, i believe dc is 1.0

  18. #18
    Reignier
    Guest
    Solar pulse detects infiltraitors for Necrons.. Hope thats the right name... If not its the green thing that stops people from shooting

  19. #19
    Member
    Join Date
    Oct 2004
    Location
    Finland
    wtf Necron builder detects? Gotta check this out :P


    Holy shit its true! Warrior Rush kekekekeke!!!

  20. #20
    vj8usa
    Guest
    It's webway gates for eldar, not the webway assembly (which is the HQ). The gates infiltrate everything around them.

    And while you're changing that, could you maybe fix the spelling of psyker? It isn't "psycher". Sorry, but seeing psyker misspelled just bugs me.

  21. #21
    thwak
    Guest
    Just wanted to add on the list for IG - the HQ detect is actually 1 per building with seperate timers. So if you have 2 HQ's you effectively half the refresh timer on the ability.

  22. #22
    PJ666_Reverend
    Guest
    oooh, more good stuff, will update shortly!

  23. Dawn of War Senior Member  #23
    As imagined by Octopus Rex... Troubleshooter's Avatar
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    Someone needs to verify this, but it seems to me that Tau SP's (without LP's) detect anything within 1 radius... so decapping tau points reveals your unit.

    So far as I have seen, this only affects tau points... other SP's can be decapped in safety.

    Please someone check this... it may be a bug.
    Ra Owa : AAHHHH!!!! ITS A ROCK!
    Troubleshooter : Wha... oh... Pfffttt... Prove it. :}
    Ra Owa : ... [sputtering] ... o.O ... Its SCIENCE!

  24. #24
    isurus
    Guest
    no, it's other races as well. and i think even uncapped SPs can still detect, but if you dont have anything in that area, you wont see the stealth units walk by them. it's like "if a tree falls in the forest and no one is there to hear it, does it make a sound?" kinda thing.

    but definitely non-LP but capped SPs can detect within 15feet or so by my estimation. SPs with LPs are the same distance. even if you upgrade. 15feet, thats it. i tested this last night with IG against my Chaos buddy. i didnt try any other races but i wouldnt see why itd be any different.

    also, psykers that can normally see one fullscreen away, if you put them in a LP or building, the pskyer range is null. so it only takes on the LPs ability to see, and obviously buildings cant see squat. it's seems wierd to me that it does this as their psychic ability is somehow nerfed by the building or LP?

  25. #25
    Njorhg
    Guest
    Are they "nerfed" by chimeras too then?

  26. #26
    Peppe
    Guest
    Excellent thread... can we sticky this?

  27. #27
    Alpha Psyker
    Guest
    Please sticky.

  28. #28
    VoydAngel
    Guest
    Sticky = Good thing

  29. #29
    How come some races have access to such easy to get at detectors, while others have a hard time of it? Had a game where i was tau and so was the enemy. I didnt build vespid as they cost a butload and i dont think they really do to much damge, just harass, so i didnt get any detectors until pathfinders. Problem was the 2 teams of stealth teams in my base killing off all my builders while my armory building was half finished. Of coures i had been building troops so was short on cash and hadnt lp'd one or two of my points and couldnt afford vespid. So i was stuck, with no detectors at all. Had my commander a 2 stealth teams and also 2 firewarrior teams standing around in my base doing nothing. I sent my stealth teams to his base but he had built vespid, so they were found. So how come Ig get a free one as soon as you build the armory, which you do first now as you can make men from the hq, Sm get skull probes fairly early. Chaos get cultisit with an upgrade, ork get their big mek, Necron builders detect. But tau gets stuck having to build a 300 req unit (that doesnt do much for its cost in my mind) or suffer until tier 2 infantry come along? All other races can also build turrets which detect as well, and in a fairly large radius. whish it was the old way with commander units detecting. Then at least the hidden units get a reward for killing off the commander.

  30. #30
    Arsonide
    Guest
    Yeah the new infiltration rules rock. Mine fields vs AI and Eldar (in general) are now useful.

  31. #31
    Why not sticky this? Or would that be too helpful for visitors?

  32. #32
    PJ666_Reverend
    Guest
    Much thanks again to folks that conributed to this list! I'm glad to see some players have found it helpful.

    This a shameless bump, and a humble request (this is my first post on these forums, was a long time lurker before), to the admins, since others have requested-

    Please sticky if appropriate

  33. #33
    PJ666_Reverend
    Guest
    Small edit- Chaos Lord comes w Tainted Auspex, no research required (multiple Auspex can be placed on the ground as detectors, have 100 hp each and are considered infiltrated).

    I saw some questions about the life of skull probes in some other infiltration related threads-

    Skull probes no longer run out of life on their own, and are infiltrated as well as being detectors. One of my favorite things is to attach a probe to an infiltrated Scout squad and presto: You have an armed ifiltrated unit that is also a detector AND can hit vehicles/buildings with an EMP via the Skull Probe!

  34. #34
    joshyy
    Guest
    Thanks for this, I was looking for something of that kind ^___^

  35. #35
    Member
    Join Date
    Aug 2006
    Location
    Vienna, Austria
    Do you still update this thread? If so, you could include this info on ranges:

    Vespid 20/30
    Pathfinder 50/30

    Psyker 30/30
    Scan: 15/15
    Turret 40/40

    Skull Probe 30/30
    Librarian 40/30
    Turret 35/35

    Cultist 25/25
    Sorceror 30/30
    Tainted Auspex 10/25
    Turret 35/35

    Warlock 30/30
    Seer Council 30/30
    Turret 35/35

    Wraith 20/20
    Builder Scarab 35/35
    Solar Pulse 15/15
    Turret 35/35

    Warboss 25/25
    Big Mek 25/25
    MAN 25/25
    Banner 35/35

    sight/detection

  36. The Studio Senior Member Dawn of War Senior Member  #36
    hmmm
    i didn't know that the IG turret had such a larger radius
    i assumed that it was the same as the other turrets

  37. #37
    Jaxem
    Guest
    Update with new patch info needed

  38. #38
    Master Bungle
    Guest
    The IG assassin requires research for it's infiltrate does it not?

  39. #39
    Sol Blast
    Guest
    Mabey i'm thinking of a mod, but does the Ethereal detect for the tau?

  40. #40
    JVikeing
    Guest
    Yes, he does. Iirc, he has keen sight 30. (cannot find data, someone please confirm?)

  41. The Studio Senior Member Dawn of War Senior Member  #41
    i can confirm the detection ability

  42. #42
    ImprovedFooFoo
    Guest
    Harlequin detects 4 eldar

  43. #43
    PJ666_Reverend
    Guest
    Sorry haven't kept the list updated for 1.2 folks. Been gone playing other games for a bit (and I mostly play DOW on LAN or single player, so not always on top of patches).

    Unfortunately, since I haven't logged in or posted for awhile, it looks like they took away my membership and I had to re-register (jeeze, I guess they missed me lol)- so I can no longer edit the first post in the thread. I'll try to make another all inclusive update post soon in this thread (this weekend 8-19-07 or sooner).

    Thanks for bearing with me, hope those sneaky Eldar didn't slip too many past ya!

    OK, for the moment, here are the 1.2 detect/infiltrate changes (distilled directly from the 1.2 readme):

    Global
    * Increased the stealth detection radius on Relics by 1.
    * Increased the stealth detection on Critical Locations by 2.

    Chaos
    * Cultists now require the Unholy Sight research from the Barracks to detect infiltrated units.
    * Increased Tainted Auspex Ward detection radius to 17.

    * Tech
    o Chaos Infiltration research has been separated into 2 different researches: one for Cultists, and one for Chaos Space Marines

    Eldar
    * Harlequins
    o Harlequins can now detect infiltrated units.
    o Its stealth detection radius was changed to 35.

    Imperial Guard
    * Assassin
    o Infiltrate is now a research that comes from the Tactica Control.

    Ork
    o Tank Bustas now require an upgrade to infiltrate.
    o Kustom Gadgitz research now increases the Big Mek’s Keen Sight by 10.
    * Waaagh Banner
    o Decreased its infiltration detection radius from 35 to 25.
    o Big Guns upgrade now increases the infiltration detection radius from 25 to 35.
    * Big Mek
    o Decreased its Keen Sight base value from 25 to 20..

    Space Marines
    * Tech
    o Reduced the Scout Infiltration research cost from 100r/200p to 100r/150p.
    * Skull Probes
    o Now require a separate research to infiltrate.

    Tau
    * Ethereal
    o Ethereal can now detect.

  44. #44
    PJ666_Reverend
    Guest
    Updated list for DC 1.2

    CHAOS
    Infiltrate:

    Chaos Space Marine*
    Cultist*
    Detect:
    Cultist*
    Chaos Lord (with Tainted Auspex)
    Sorcerer


    ELDAR
    Infiltrate:

    Ranger*
    Webway Gate*#
    Detect:
    Guardian Sqauds (with Warlocks)
    Harlequin
    Seer Coucil

    IMPERIAL GUARD
    Infiltrate:

    Vindicare Assassin*
    Detect:
    Psykers
    Long Range Scan (activated at tier 2 HQ building; one scanner with timer per each HQ)*

    NECRONS
    Infiltrate:

    Necron Lord (and nearby units w Veil of Darkness)*
    Detect:
    Builder Scarab
    Necron Lord (with Solar Pulse)*
    Wraith

    ORK
    Infiltrate:

    Gretchen*
    Tankbustas*
    Detect:
    Big Mek
    Mega Armored Nobz
    Warboss

    SPACE MARINES
    Infiltrate:

    Scout*
    Skull Probe*
    Detect:
    Skull Probe
    Librarian


    TAU
    Infiltrate:

    Stealth Suit Team
    Devilfish Troop Carrier
    Detect:
    Vespid Stingwing
    Path Finder
    Ethereal

    *Research required
    #Eldar building: cloaking ability affects nearby structures
    All Turrets/Waagh Banners Detect (Missile Turrets have slightly longer range)
    All Captured Points- do have a small detection radius

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