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[DC] Tyrea (Eldar Stronghold)

  1. #1
    Forum Farseer Akranadas's Avatar
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    [DC] Tyrea (Eldar Stronghold)

    Tyrea (Eldar Stronghold)

  2. #2
    Be prepared to fight more than one race. You will be up against Ork and Chaos as well. I found getting rid of the Orks first made things alot easier. Make sure that you have some defenses set up in your base because Eldar will teleport in small/medium (sometimes one squad of warp spiders, other times a WL or 2, or Falcons) combined forces every 1-2 minutes. While they can be annoying, be prepared to deal with them otherwise you will lose your base. This is a relatively big map so organise yourself some transport/teleport/jumping ability. Hint 1: The Sqigs can be found at the bottom left of Ork base. Let them go and watch the Ork base get squashed like a rotten pumpkin. After the Orks you will need to take on a Eldar outpost. As with all things Eldar, the sneeky elves that they are, you will need detectors to find cloacked webways along the way. Its a good idea to get out your detectors on any map when you are facing Eldars, otherwise you will spend hours looking for their HQ. Once you have taken care of the Eldar outpost, which shouldn't be that difficult since they bug out upon your arrival, you will then face a Chaos Chapter wanting to stake a claim to the Eldars territory as well. Chaos base is alot harder than both Orks and Elader outpost due to it being heavily turreted. So make sure you have some long range vehicles to take them out. The final assualt requires you to take and hold three giant webway gates, no need for detectors to find these suckers. Taking is relatively easy, holding for 10 minutes can be difficult since you have to split your force up into three to cover all three webways. From the two campainges i have played the Eldar main forces comes down the centre and the right. This will include warp spiders, WL and FP. For some reason very little seems to go for the left Webgate. So in spliting your force have the heaviest concentration on the middle webway gate, and some heavy hitters on the right for the FP that go that way. After holding out for 10 minutes it will cut to a movie showing what ever race you are using destroying whats left of the main Eldar base.

  3. #3
    [Guardsmen, for some reason Gorguts got it when I played as Space Marines, Hardest Difficulty]

    As has been said, frequent eldar teleportation attacks suck and really stop you advancing too much. Imperial guard get it a bit better - their honour guard are better prepared for these types of attacks. You should have a good starting army to defend against the pretty large first assault.

    I actually delayed doing the "Primary objective" of going against the first base so long that I triggered the Chaos arrival by going far north and back into the eldar base!

    Yeah, taking out the Orks means a lot less hassle, Guardsmen are especially troubled by large amounts of melee units early on. Branching out and taking some anti armor means you can release the Squiggoths.

    Squiggoths didn't do anything for me. They just ran into the Ork base, and died quite quickly However, I wasn't close enough behind them to use this to my advantage, oh well! The Ork base is taken out pretty easily but watch for lots of Orks, so Basilsk shelling or hellhounds with infantry backup work wonders.

    The Chaos may arrive sooner or later. They didn't seem to attack me, so I pretty much ignored them until I got board and squashed their poorly defended base. Lots of turrets but not many troops at all. A good option is to kill the Sorcerer very quickly, the entire base automatically destroys itself then!

    The final Eldar base is quite well defended, except against Earthshaker rounds. however, any anti-armour and good troop mix can take down the sets of turrets and defences.

    Now, the final part - I would have thought was harder. I spent so much time cleaning out the troops on the top triangle with various things that I basically had nothing to defend against. There is, on the top of the triangle:

    - Lots and lots of fire prisms
    - Some high tier infantry, Farseer
    - Avatar

    It can be a good idea to, if you would rather take the offensive, destroying these and capturing half way through destroying them. These are the only troops that will attack the critical locations and so, you can make sure the Eldar base is destroy and they won't create any more.

    Setup shop outside it even to produce enough troops. I simply used Leman Russ tanks, Baneblade and Basilisks to clear the entire top of the triangle by outranging the Eldar units and using Assassins to scope out targets.

    The main problems with the map is early defense against the Eldar and Ork attacks, and the final portion of either attacking or defending against all the eldar units on the top triangle.

    Destroying Taldeer herself, or the Avatar doesn't do anything special.
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  4. #4
    Jandau
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    On top of what has been said, if you're going for the final base, make sure you take out the Support Portals first. Maybe pull the Avatar out before, but unless you take out the Portals they'll keep spamming Prisms at you. After the portals focus on FPs and Aspect Portals, and then just mop up. Long range units help a lot.

  5. #5
    Member PikachuMarine's Avatar
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    Played this mission with Tau on easy mode, and it was relatively straight forward. Spread out honour guard units at start in preparation for first eldar assault. Take the SP's and maybe the thermo-plasma generators on your side of the battlefield. Bunker down for a while and tech up, with equal numbers either side of your base to take on ork/eldar raiders.

    I first decided to go for the Orks, sending stealthsuits to release the Squiggoths (sadly too early as they did pretty much nothing). Fire Warriors, Crisis Teams, Hammerheads and Skyrays were my attack them. Elminated the ork and moved on to eldar western base. Took out chaos without trouble.

    Useful tip: opposite the point where the chaos HQ is, there are 2 SP's on an island reachable by jump units. Cap em for secure requisition/LoS.

    You have 2 options for taking the final objective:

    1) Cap the 3 critical locations by the uber-webway gates, then hold out for 10 mins.
    2) Storm up the hill to the eldar main base and annihilate them (the Avvy may give you some trouble, so relic-requirement unit would be useful here) After all eldar buildings are destroyed, you see a cutscene showing the eldar's defeat and Taldeer being all poncy and valiant.

  6. Tabletop Senior Member  #6
    Journalist in War BrianGeneral's Avatar
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    [As Crons]
    OK, I admit this fight is hard. VERY HARD. Make sure you have tons of Honour Guards as well as Forward Base ability or this fight will be as hard as Tau's one.

    Initial stage:
    Stick 1/3 of the Honour Guards inside the base (better for those with AT weapons), 1/3 on each side of entrance. Later substitute them with normal units.
    Eldar will send up some Falcons with Warp Spiders up to your base frequently, should be easy right?
    With protections of some units capture the point at the east of your base. Place a turret------Tankbustas will show up frequently and blow up your LP. You'll also need to blow up the Ork settlement afterwards.
    Meanwhile send your Commander to the forward Eldar base. This should trigger the coming of Chaos units but to be frank, they're easier than Eldar IMO.
    Develop your base as normal. Prepare 3+ squad of Flayed Ones (other than Honour Guards) and fill the rest with Warriors. Max them out------they'll soon be needed.

    Kill off Chaos' base: Orks can be held at bay by immense shooting but Chaos won't be the case, so kill them first (as well as controlling the road where Eldar will come).
    Your target is the Sorcerer. Either use some spotter (best is Wriaths with Phase Shift since Scarabs die quickly under the mass fire of turrents) and send in Flayed Ones to kill him, or advance as normal and kill that guy. The entire base will fall and you'll have reinforcements. Keep them.

    Kill off Orks' base: Orks are a bit difficult since the infiltrated Tankbustas are huge pain. As such you can use Destroyers to free the Squigies (If possible, get your Lord there as spotter) and followed suit. The Squigies will die but they'll weaken structures for you anyway. Micro everything (some of my Destroyers nearly died) and kill off the entire base. Again reinforcements.

    Hold the "bridge": Now it's where the Warriors come handy. Move them onto the middile of the map together with some AT units like Immortals/Heavy Destroyers and march them across. Resistances will increase but if your force is large enough, there'll be little problem at first. Capture the Relic and call up the Monolith. A couple of Turrets there will help.

    Deal with Eldar: Now it's the most annoying part. You have tons of turrets to take care of, as well as the large supply of troops and vehicles. Gather your troops and choose your way to win this mission:
    1. Kill off all Eldar buildings. (That's my way to do it)
    2. Do what the Objectives tell you to.
    The former one will lead to slaughters when you go up to the pleteau since there'll be MASSIVE AMOUNTS of vehicles like Fire Prisms (which are hurting), TONS of turrets (not hurting so much but kill off Morales fast), LOTS of Infantry (minor problems but still annoying) AND the Avatar. Make sure you have your NB ability and other upgrades on, and all your units ready (and in full numbers). Kill off the small bases at the 2 sides will help to avoid being surrounded.
    Destroyers+Lord will be the initial force since they can hold for a while, then DS Flayed Ones (can do massive kill counts, that's why you have to prepare TONS of them) and march up frmaining foot soldiers. Summon NB once you see the Avatar and use the Monolith if yours has arrived!
    If your forces are good enough they'll slaughter the Eldar base after some crazy fighting inside there.

    If you choose 2, then you'll prepare to take on the enemies mentioned above (I think), but at least you won't face the mass turrets.

    Either way will end the mission.
    ps. Taldeer's stand is quite badass if you ask me.
    LET THE GALAXY BURN!! IRON FOR THE IRON GOD!
    Arise, my Iron Legionnaires!!
    Only argue with me about 40K gaming after reading this, about Tau after this, this and this, and about Space Marines after that.Remember!

  7. #7
    A. Val'Navat
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    As Necrons, the waves of Orks and Warp Spiders can get annoying. I didn't really need to destroy all Eldar buildings, only the ones in my path.

    When you get to the main Eldar base, you'll be in for a great and very satisfying fight. Send in your Monolith and your masses of troops and Destroyers. The FPs might be a problem, but eventually your units will own them. Your Lord should go back and forth, using The Orb to get more squads from your dead troops. If you prepared your army really well, the Avatar would be easy to kill and you can just eat the Eldar base.

    ALSO NOTE THAT I DESTROYED THE MAIN ELDAR BASE BEFORE I CAPTURED THE BIG GATES, RESULTING IN INSTA-VICTORY AND NOT HAVING TO GO DEFENSIVE.

  8. #8
    TheLivingDead
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    one word: monolith

    build a necron monolith teleport it inside their base, and let them kill it, it will disrupt them enough. while this is happening get lots of lord destroyers and posess their fire prisims.

  9. #9
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    Monolith dies very quickly, as will Lord Destroyers. How can you build loads, you only have 2 max.

    The eldar base is impossible unless you take out the 3 vehicle buildings, as they will keep making FP. There are over 10 FP in the main base, an Avatar wth 40,000, loads of turrets, Farseer, with 10,000HP, and plenty of troops.

    IG is the easiest as you can earthshaker from range, and use assasin, to own.

    SM use OB to destroy buildings first, take out most of the FP, then storm.

    Orks, you can set up a load of boyz huts, and spam em with slugga's as a diversion.

    Chaos, keep sending the BT in, take out turrets, then you can use a few Infiltrated CSM squads, to nail the important bulldings, and of course use horror's

    Tau, there massive range helps a lot, as do hammerheads.

  10. #10
    Member Wraithguard Fan's Avatar
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    One Tomb Spyder and one squad of Necron Warriors are enough for the Warp Spiders and the early Falcons.

    For Orks, put a Wraith and a huge amount of Necron Warriors. They will commonly send a bunch of TankBustaz that are cloaked...

    The Monolith is a great Idea, it easily outranges everything and just watch as the Eldar die idle as the Monolith blows everythin up with the Particle Whip!

    For the Socceror, send 3 Tomb Spyders (The one guarding the Base from the vypers is Honour Guard)
    concentrate on Socceror, then things will blow up one by one...

    Watch out at the part before the Squiggoths. There are a lot of Minefields...

  11. #11
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    IG probably has the funnest time this mission. Surround every entrance with HWT, Turrets, Leman Russes/Baneblade. Bring out the 3 Assassins and 3 Bassilisks. Nuke every square inch of the Eldar base with Earthshakers (no trench warfare for you Space Elves).

  12. #12
    AzurePhoenix
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    Haha, looks like re-con and I had the same idea (although I was playing Space Marines): take the Orkz out first.

    I dug in early on, managing to deal both with the porting Eldar - they actually sent a Falcon into my base? Argh - and the ones coming from their advance base. Since they couldn't breach my defense there, I decided to deal with the Ork threat first.

    I guess the green boyz know how to deal with their big pets, since, like re-con, the Sqiggs barely made a dent to their base. I had to reduce it the hard way by sending my assault team in.

    I actually managed to get to the Big Webgates even before I took the Eldar advance base OR the CSM. I was thinking I'd go to through the back and hit the Eldar from behind when I came up against the first Big Webgate (the one nearest the Ork base, which was now my forward base, hehe).

    Yes, the CSM contingent was rather easy. I just dug in, let them come, and let the artillery do its work. By the time we faced the Sorcerer, he was facing fire from four squads of Tacticals, two Scout-Sniper squads, a Whirlwind, two Dreadnoughts and a Land Raider. Needless to say, he was toast.

    The Avatar I dealt with by sending in a suicidal Skull Probe and feeding Khane's big boy Whirlwind missiles.

    My biggest problem were the Falcons. Especially that cannon of theirs. But a Predator backed by turrets (which I installed on my first captured Big Webgate) , Dreads and a brave little Servitor doing repairs as the ion blasts came in kept them on hold until my whole army had captured all three BWs and the small rise where the Eldar main base was located was effectively under siege. When I had the chance, I bombarded the buildings that made them to make life easier for me.

    Don't capture the last BW just yet, if you have control of that whole surrounding area below the Eldar main base. Capturing the last BW will trigger the last mission to hold out. Fix your defenses first. When I captured the last BW, I had fire teams backed up by armor and even turrets facing all three Eldar exit points. Yes, it was a massacre.
    Last edited by AzurePhoenix; 10th Jan 07 at 11:34 PM. Reason: wrong spelling >_<

  13. #13
    Dolmen
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    Finally got around to doing this with SM on Normal last night, it was the last territory and was up to 15 strength, definitely the toughest stronghold mission with the exception of Tau, but it's easy enough to turtle up.

    Leave a few forces and turrets in your base to handle the Eldar shock troops, you get beam ins and troops approaching from the west - 2 missile turrets, an LP2 and a HG HF dread on that approach kept it secure without taking any noticeable damage.

    Fortunately as it's a stronghold it's heavily scripted, so although the Eldar forces are very large, they're always in the same places.

    Ignore the Eldar forward base (to the immediate northwest of your base, it shows up in a cutscene) until you have the Orbital Relay, I'll explain why in a second.

    Take out the Ork encampments halfway up the Northeastern edge of the map, try to clear a path for the squiggoths so that when you let them loose they run straight into the main camp. They don't do much damage, but they're one hell of a diversion, drop a couple of dreadnaughts to take out the looted russes and then slaughter the buildings, easy, you get a Pred and a terminator reinforcement for doing this that don't eat your pop cap.

    With that done, make sure you have a couple of dreads ready to drop in the OR and send someone over towards the Eldar base. Chaos arrives and destroys the Eldar base, the Chaos Sorceror taunts you but in so doing lifts the fog of war on himself and the Chaos stronghold - oh dear, that was stupid - so send him a couple of presents. 2 dreadnaughts will drop the sorceror in about 10 seconds (I dropped 3 in, 1 keeps a couple of defilers busy letting the other two do theirjob), once he's gone, the Chaos stronghold evaporates. Again another pred and termie.

    Since my guys had already slaughtered all enemy units at the former Eldar base, I don't know if they evaporate along with it.

    A group of Eldar keeps running across the ice bridge in the middle of the map to try to get to your stronghold (remember I said heavily scripted?), a couple of tac squads with apoths and plasma can hold it by themselves and you can forget about them.

    After that it's pretty simple albeit kludgy to take out the main base between the two webway gates.

    If there's an elegant way to take it out, I couldn't find it, it had a stupid number of wraithguard, support platforms and fire prisms (seriously, there's got to be a dozen fire prisms there at least), so I just shelled the crap out of it with the whirlwind/OB and rained dreadnaughts onto the support portals. Once those were taken care of it was just a case of mopping up what was left of the FPs, dropping the Avatar with FC/GK and taking out the farseer.

    Once all the eldar structures are toast the mission ends, I didn't even have to capture the critical points for the webways.

    It occurs to me that if I had, the base might have cleared out some as they tried to take those points and I could have dropped dreads in behind, maybe I'll try that tonight.
    Last edited by Dolmen; 17th Jan 07 at 1:48 AM.

  14. #14
    kungming2
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    Quote Originally Posted by Dolmen
    Finally got around to doing this with SM on Normal last night, it was the last territory and was up to 15 strength, definitely the toughest stronghold mission with the exception of Tau, but it's easy enough to turtle up.

    Leave a few forces and turrets in your base to handle the Eldar shock troops, you get beam ins and troops approaching from the west - 2 missile turrets, an LP2 and a HG HF dread on that approach kept it secure without taking any noticeable damage.

    Fortunately as it's a stronghold it's heavily scripted, so although the Eldar forces are very large, they're always in the same places.

    Ignore the Eldar forward base until you have the Orbital Relay, I'll explain why in a second.

    Take out the Ork encampments halfway up the Northeastern edge of the map, try to clear a path for the squiggoths so that when you let them loose they run straight into the main camp. They don't do much damage, but they're one hell of a diversion, drop a couple of dreadnaughts to take out the looted russes and then slaughter the buildings, easy, you get a Pred and a terminator reinforcement for doing this that don't eat your pop cap.

    With that done, make sure you have a couple of dreads ready to drop in the OR and send someone over towards the Eldar base. Chaos arrives and destroys the Eldar base, the Chaos Sorceror taunts you but in so doing lifts the fog of war on himself and the Chaos stronghold - oh dear, that was stupid - so send him a couple of presents. 2 dreadnaughts will drop the sorceror in about 10 seconds (I dropped 3 in, 1 keeps a couple of defilers busy letting the other two do theirjob), once he's gone, the Chaos stronghold evaporates. Again another pred and termie.

    Since my guys had already slaughtered all enemy units at the former Eldar base, I don't know if they evaporate along with it.

    A group of Eldar keeps running across the ice bridge in the middle of the map to try to get to your stronghold (remember I said heavily scripted?), a couple of tac squads with apoths and plasma can hold it by themselves and you can forget about them.

    After that it's pretty simple albeit kludgy to take out the main base between the two webway gates.

    If there's an elegant way to take it out, I couldn't find it, it had a stupid number of wraithguard, support platforms and fire prisms (seriously, there's got to be a dozen fire prisms there at least), so I just shelled the crap out of it with the whirlwind/OB and rained dreadnaughts onto the support portals. Once those were taken care of it was just a case of mopping up what was left of the FPs, dropping the Avatar with FC/GK and taking out the farseer.

    Once all the eldar structures are toast the mission ends, I didn't even have to capture the critical points for the webways.

    It occurs to me that if I had, the base might have cleared out some as they tried to take those points and I could have dropped dreads in behind, maybe I'll try that tonight.
    The Eldar Forward Base still remains even if you kill the Chaos Sorcerer first.

  15. #15
    Dolmen
    Guest
    I would imagine so, but by that point you should have been able to tear it apart already since Chaos only appears when you approach the base.

  16. #16
    kungming2
    Guest
    That's true! Plus, your strategy works well since the two dreadnaughts will likely survive their fight with the sorcerer, and can be used in conjunction with the Predator that arrives in attacking the left side of the base while the main force goes from the right. A pincer-attack that's uber-easy.

  17. #17
    Dolmen
    Guest
    Definitely, I believe that with the two dreads on the sorcerer and the the one playing pat-a-cake with the defilers I ended up with two at 50% health and one full health.

    Those coupled with the reinforcements off map should be able to tear through the Eldar forward base like a blowtorch through butter, however if you time it right, you can let Chaos destroy the base while you take out the sorcerer (I'll admit in my case this was more through luck than judgement ) but it'll save you some req on repairs.

    Of course, by this point you'll probably be killing off units because it's quicker to replace them than send servitors out to fix them

  18. #18
    Neth
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    Player: Necrons
    Diff: Easy (everything was too easy -.-')
    Honor Guard:4 NW, 1 Wraith, 1 Destroyer, 1 Immortal squad, 1 Pariah squad, 1 scarab, 2 Flayed, 1 Tomb Spyder
    Artifacts: Repair/Reduce Ranged Damage taken, Invisibility for nearby units, terrifying/morale killing one.

    Easy mission, since i had the vital honor guard units already. I left a Wraith, Destroyer and TS in the middle of my base to take care of eldar jump/tele, and sent out 2 NW squads to one entrance, and Immortal/Pariah to the other, that keeps the enemies off, leaving me with my Lord and 2 NW squads left. As always, built the Forbidden Archive as quick as possible after the first Summoning Core and get the invisibility upgrade for NL and nearby units. I simply stored the FO inside the monolith as i always do, incase of an emergency or ambush.

    First part, Chaos: (you get Pariah, destroyer (possibly Heavy or Lord, i dunno) and Wraith)
    Triggered the forward base event with my hero, brought up the 2 remaining NW squads and owned the chaos forces there. Also, since i had upgraded my hero with Infilitration-revealing wargear, he was able to see all the eldar structures cloaked up on the hills, and i quickly eliminated the buildings with my hero. Anyway, after all buildings were gone, i went on and slowly pushed into the chaos forces with little resistance, and once i noticed the chaos hero i focused fire on him. Easy. So more units added to my troops, np, moved on.

    Meanwhile you should obviously build up your base, advance further, train units and such, i have no idea what other players do so i wont say any about that, lol i'm just informing on what to do on the missions.

    Next enemy, Orcs: (same 'reward' as with chaos)
    On the orcs i did not use my hero actually, apart from freeing the squiggoths who did suprisingly little... I sent the hero off to simply take out eldar webway gates, but thats not the thing. Anyway, i used the pariahs from the chaos part and added them to my already existing pars, and used them to attack the orcs. I suggest however that NW or other ranged units (Immortal, Heavy Destroyer...) be used instead of the par, since i used them in hope of getting more melee on me, but nvm. It was anyhow not any major problem in the attack on the orcs, exept my forces got stuck in some place and walked forth and back while getting gunned down... So it's not that hard. However once you get to the orc base itself, you should take some extra troops with you, bring up some extra troops (you better have been doing something in the base meanwhile!) Anyway, once the orc mainbase is down, mission completed.

    Last, Eldar:
    Ok you know what to do, destroy base or hold the 3 CP's for 10 min. The way i did it was easy.. I sent my now restored monolith up the way towards the relic/middle CP, owned the futile resistance there, and sent up an builder aswell as the rest of my units. I tried to launch an attack against the eldar base next , consisting of the Monolith, 5 (3 normal, 2 honor guard) Flayed ones and my hero (FO's stored in monolith, teleported it up into their base)... Did not go well. The Fire Prisms just blasted all my FO's away, and the hero did not do much better himself against their constant fire. My monolith went quickly down, since when i teleported into the base, i ended up just next to the Avatar -.-' So i fled back, rebuilt, never tried again... Anyway, back to the victory progress. I quickly took control of the left and right CPs without any major problems, just sent away a destroyer and 1 immortal squad on one of the CP and the flayed ones to the other (4 squads made it out from the base actually!) aswell as builders to take them over. Had very good control of them, i placed almost all my remaining troops by the center one, and completely owned any resistance before the Avatar came in the end, i happened to have my monolith selected and just then my cat walked over my keyboard and pressed the delete key -.-' so i almost lost, but i made it! Anyway, hope you peops find this useful.
    Last edited by Neth; 18th Jan 07 at 2:14 PM.

  19. #19
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    Eye of Terror...beating the shit outta those traitors!
    Question... If i already terminated every race except the eldar...do i get to deal with orks and chaos? Not that it's difficult, but i'd really like to slaughter some elves without any green or spiky obstacles under my dreads' legs...
    The IMPERIAL Good is definitely GREATER!

  20. #20
    Yeah, the Chaos and Orks aren't part of the big forces, so whether or not Chaos or Orks are still contenders in the big picture, you gotta deal with these splinter forces.

  21. #21
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    Eye of Terror...beating the shit outta those traitors!
    Coming to the Eldar stronghold now... This should be fun. Maybe it's good that i have more enemies to kill, besides the sneaky eldar. Another one... Do i absolutely have to spend 5 pop on the artillery? Won't the dreads do the job?

  22. #22
    shipwreck
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    I think something is wrong with my brain.

    I spent an hour clearing out the map then charging the Eldar stronghold at the top, sending wave after wave of Boyz, three front attack after attack (they have dozens of Fire Prisms which are frustrating), nearly pulled my hair out with frustration and then...as Gorgutz promptly crushes Taldeer and throws her off a cliff...I read the objectives to see that all I had to do was hold the Webways.


  23. #23
    Kyandid
    Guest
    I beat it today on my third attempt, SM, Hard- without a doubt, too, the hardest Fortress. Even worse than Tau- and I had routed their HG.

    It's unbelievably important that you don't try to push out in both directions at once. Turtle, Tech to T3, and then head out for the Orks (Right Side) first. As always (with the SM Campaign) lead with Dreads and Preds (if you have any), then Termies and GKs behind them, with TMs trailing right behind them, and your Whirlwind in the back. You'll have to do alot of deconstructing, and vehicles will give you -alot- of grief in this mission. I suggest equipping most of your TMs with Missles, the rest with Plasmas.

    Destroy the Ork base- it's fortified, but not too hard to bring down. Near the end, queue up two Dreads from your Orbital Relay, and an Assault Termie squad. Cap the points and the Slag if you really want it, then head back down and go for the Eldar Forward base. It'll get taken by the Chaos. You two will double-team it and crush the forward base, then fight eachother, at which point the chaos lord will taunt you. Drop in your termies and Dreads, focus on the CL, and you probably won't lose anyone. Cap the points, and push to the main base.

    I spent a good half hour pushing and rebuilding to bring down the base, including plenty of Force-Commander Orbital Bombardment runs. I can't stress this enough- Build a forward base at the relic if you choose the violent approach. Two Chapels and a Machine Cult did it for me. Lure down and crush the Avatar of Khaine, then just push against the Fire Prisms. You'll have to somehow sneak in and destroy all three Support Portals- but there's an entrance by each one. I found the best thing to do was run in the Captain, OB, and teleport back to safety. Because of how well the FPs will chew up your Predators and Dreads, your TMs with Missles will be doing most of the hard work. If things look sticky, pull back, build until you've got maxed out population again, and then push back in.

    ALSO- You'll recieve a free Honour Guard Terminator, Assault Terminator, and two predators every few minutes if one of them dies (it appears). Send them in. They really help.

    That's all I can say. Good luck with this nightmare of a stronghold, it was very satisfying to destroy. And, also, TAKE YOUR TIME. You'll need the resources alot by the end.

  24. #24
    Vargo22
    Guest
    Worst case scenario here; the Eldar and the Orks attack at the same time.

  25. #25
    I had alot of fun with the nightbringer:




    I just kept repeating it till prisms, avatar, support portals were dead.

  26. #26
    James_The_Red
    Guest
    He must have got mullered quick once he changed back tho

  27. #27
    Vargo22
    Guest
    Wow, what the heck fired at him to make that flash??? A nuke??

  28. #28
    nige22
    Guest
    Nah, the four gun platforms around the Soul Shrine to the left. Or a Fire Prism. Probably a lot of both. Not that even a nuke would do him any harm.

  29. #29
    I just repeated the cycle. The eldar send nothing much out of their base except a few stray guardians or a wriathlord. And those explosions are prism cannons.

    Its slow, but it works. Each time the nightbringer comes also offers animated fireworks

  30. #30
    erikreinan
    Guest
    Fire Prisms make pretty fireworks. Mmmm...purple explosions.

  31. #31
    Member Flip_Lx's Avatar
    Join Date
    Feb 2007
    Location
    San Antonio, TX
    Just beat this as Chaos on Normal. really not that bad but i found it impossible to crack into the end eldar base (just waited them out for 20mins because the recapped once without me knowing, still had my flag on point)

    Just as chaos take your time, wipe out forward base with a few squads and leader, leave honor guard and some turrets to deal with eldar drops, put 2 turrets and some cloaked cultists with nade launchers and you will not have a single issue with orks on that side of the base.

    I took out chaos first just rushed straight to sorc and droped in oblits and wiped him out, orks were easy just send in HG sorc + possesd and some preds, the squigs didn't do anything for me the ran to top of ork base got stuck on eachother and died faster than they should have.

    as for the end eldar cap the 3 points leave a squad of cults and csm at each infiltrated and you won't really have a strong counter to deal with. however in my case i sent in floods of stuff to attack the base and couldn't make it the front or side routes, lost about 15 preds (as chaos you get and extra 2 once the ork/chaos bases are cleared as well as an oblit) about 5 BTs loads of defilers horrors and csms just couldn't make a dent in the base. the FPs just swarmed the front and made trying to take out the support plats all but impossible (not to mention their avatar slices through a bt in seconds)
    I'm back because i used to be here but then got turned into a guest?

  32. #32
    Joe Bob Joe
    Guest
    For me I was chaos on easy, for main base get defilers, preds with upgrade, sorceror(for BT), obliterators, and khorne berzerkers. After killing FS and Avatar, as well as vehic making buildings, it was easy. just built turrets to defend against orkz then ignored them

  33. #33
    driftwood
    Guest
    precisely what action releases the squiggoths? I have no trouble finding and attacking them but couldn't see what I had to do to get them out of their enclosure.

    Can anybody confirm that the chaos or ork forces will actually fight the eldar? I could have sworn that I frequently had mixed chaos-eldar groups attacking my base showing no sign of aggression on one another. In fact the only sign of conflict I ever saw against the eldar by either faction was the base attack by chaos on the eldar in a cutscene.

    I've also noticed a bug in this stronghold with IG, Tau and necrons. Even though all of my honor guard units survive all of the fighting and even though nobody was in any building when the battle was ended each time I had lost all or all but one or two of my honor guard units when the game returned to the campaign map. Has anybody else seen this? I've heard of this happening for units in buildings or vehicles but I haven't seen anything relating to this particular stronghold.
    Last edited by driftwood; 14th Nov 07 at 11:03 PM.

  34. Company of Heroes Senior Member  #34
    Minister of Propaganda Imperial Dane's Avatar
    Join Date
    May 2005
    Location
    Denmark
    As far as i remember you just need to get up to the squiggoth pen, perhaps you need to destroy some stuff in front of it, but otherwise there shouldn't be much to it.

    Regarding the Orks and Chaos, as far as i have seen they've never really attacked the Eldar only you, but again if i've understood it correctly, the Eldar tricked them somehow into fighting for them.

    And yeah, there seems to be a few bugs with Honour guards..

  35. #35
    nemesis646
    Guest

    The biggest weaklings on Kronus

    Overall summary

    Thule was fully upgraded and had a fully fledged honour guard. I'm guessing that's why I dealt with the early Eldar attacks and the Orks stomping in.
    Got two predators to free the Squiggy (who did incredibly CRAP). They died so I got two more to kill the base. I got a few stragglers later on.
    The Chaos proved around the same way. Considering the Night Lords are supposed to make you scared, I was disappointed.
    Rhinos came into their own, as did the orbital relay. Here I found a stray squad of flash gitz. Unload the rhino and those trigger happy b*st*rds are dead. Seer council? Repeat and kill.
    Held the gates with two to three squads of marines at each post, and a vehcile or two. Now you show Taldeer how hard the Angels of Death deliver their justice.
    Last edited by nemesis646; 19th Feb 08 at 9:56 AM. Reason: Fear of offending people

  36. #36
    4uk4ata
    Guest
    Tau empire, Medium difficulty, last province:

    OK, for a fully upgraded commander and full HG, this was actually more challenging than I expected. Eldar attacks on your base are annoying, but you can handle them fairly well with a little entrenchment - it's one of the few times I employed broadsides, but they worked quite well. Following some advice I got here I first went up for the Orks, and it took me some effort to dislodge them - they are fairly well entrenched. The typical strategy of massed FWs, tanking kroot/hounds from retinue with shapers and vehicle support works quite okay - the crisis suits from your HG should prove valuable.

    In the meantime, I was teching up in the base. Chose Kauyon for the overall upgrades and the tanking potential of krootoxi/kharlocs (a krootox or two helps penetrate the ork defenses) and, returning from the Ork base, wasted some of the warp gates in the middle of the map. At the same time, I was spawning krootox riders - the first 2 certainly helped to devastate the Ork base - and decided to go hit the forward base-cum-Chaos settlement. Wasted them with minimal efforts, then decided to say "Hi, hun!" to Taldeer herself. Unfortunately, she had quite a bit of friends, so I kinda bogged down there.

    Taking the first relic was a piece of cake, but holding the 3 points isn't as easy as I hoped. At first, I tried the old "Storm the base and let the Ethereals sort out the bodies," tactic, but boy, was it ever heard. A kharloc and several krootoxi, supported by everything I had, turned into mincemeat fairly quickly. Instead, I chose to hold the points - devoting extra units to that purpose - and occasionally harass the eldar with krootox attacks (with the rest of my army supporting, then drawing back if the defenders proved too strong, which they did).

    After 5 minutes, and then another 10 minutes (I lost one of the points once), the gates were mine. I kinda felt bad for Taldeer being buried under a pack of kroots, but hey - she decided to make her stand, and she got it. Defying the Greater Good isn't something you are allowed to do twice.

    Overall: a passable mission, a bit hard in the beginning. It is one of the missions where base defense structures might have come useful for blockading the gates.
    Last edited by 4uk4ata; 9th Mar 08 at 12:57 AM.

  37. #37
    Dan Ball
    Guest
    Possibly the EASIEST stronghold ever.

    I just beat this on hard mode with a grand total of;

    1 Necron Lord


    Yep, i had NOTHING else and i beat this, using Solar Pulse, Nightbringer and Phylactery.

    I just went through each base and area sweeping everything by teleporting in, Nightbringer half of it then when i change back using Solar Pulse to disable all range attacks and then using regular NL to take care of the rest.

    I completed it without doing the Capture the 3 Gates task aswell.

  38. #38
    warreni
    Guest
    Well, I beat this early yesterday morning and it was tough. I was playing as Necrons on normal and this was my last stronghold (appropriately enough).

    I kept most of my honor guard, which consisted of two Flayed Ones, two Warriors, one Immortal, one Pariah, and a Tomb Spyder near the center of my base to handle the Warp Spider incursions. I created a group of Pariahs and Flayed Ones and sent them south to fend off attacks from the Eldar Forward Base and I created another group of Immortals and Warriors and sent them north to handle the Ork attacks.

    My first move was to take out the Orks. I sent my Lord, with the Resurrection Orb, Veil of Darkness, and Phylactery upgrades to the Squiggoth pen, where they were automatically released and didn't do much damage that I could see. I then teleported him further into the Ork base and began systematically dismantling unit-producing structures and WAAAGH! banners. I deep-struck a few groups of Flayed Ones to help him with this and used his Resurrection Orb as needed to bolster their strength. In this manner, I was able to slowly but steadily eliminate all of the Ork forces and base structures.

    I repeated this tactic on the pathway to the first relic eliminating the Eldar structures and units along the way. Once my Lord got close to the relic, this triggered the arrival of the Chaos forces, so I redirected this assault to the southwestern part of the map where the Chaos units and structures were centered. I wanted to avoid spending a lot of time contending with Chaos, so I teleported my Lord to the Sorceror's position, transformed into the Nightbringer and began pounding on him with that huge scythe. Although my Lord was getting a beatdown from a Predator, a Defiler and some turrets, he succeeded in destroying the Sorceror before he reverted to his normal form. This caused the instant destruction of all Chaos structures and forces.

    Having eliminated Chaos and the Orks, my last objective was to take down the Eldar main base (I mopped up a few turrets and Webway Gates on my way back up to the relic). I sent a group of Scarabs to capture the relic while I guarded them with a group of Flayed Ones and my Necron Lord. Once the relic was captured I built a restored Monolith and took it up the path to the Eldar base.

    At this point, it became something of a war of attrition, as I teleported my Lord into the Eldar base, where he was only able to effectively destroy units and structures when he was transformed into the Nightbringer. There were at least 10 and maybe as many as 15 Fire Prisms guarding that base and they have a weapon that knocks down almost any opponent; those coupled with the wide array of detectors present ensured that my Lord was very limited in his ability to harass the Eldar. The Monolith was not much more effective; it would get hammered by the Fire Prisms, as well as being attacked by Guardians and other infantry. I only had one squad of Scarabs available and it was not enough to keep the Monolith in good repair. So began a cycle where I would try to take out the Fire Prisms and Support Portals in the main base using my Lord and the Monolith and the Lord would get killed and my Monolith would be forced to retreat; I would rebuild the Lord and repair the Monolith and begin again. Eventually, as the Nightbringer, my Lord was able to take down enough of the detector turrets and units that he could attack some of the Fire Prisms cloaked in his normal form and my Monolith, after I'd sent most of my infantry on a suicide run into the base, was able to guard itself with several squads of Immortals, distract the Eldar infantry and Prisms by Deep-Striking several groups of Flayed Ones into the middle of the base, and systematically take down the Fire Prisms, one at a time, using its Particle Whip. Once the Support Portals and Fire Prisms were gone, the rest of the operation was just mopping up the survivors. Once the last Eldar structure was destroyed, I was rewarded with the cutscene eliminating the Eldar from the game and the final cutscene where we cleanse Kronus of all life.

    Good fun but I'm ready for a break from DC for a while.

  39. #39
    Member
    Join Date
    Aug 2007
    Location
    Oxfordshire
    Just completed it with Tau on medium.

    To start off I got some SS to do capping of the 3 nearest SPs, I then sent these guys up to the Ork base with some kroot a little behind then to intercept Orks heading for my base. With the SS I moved forward, gradually wiping out buildings, heading towards the Squiggoths, I then sent up my Cmdr with infiltration and detection to spot the mines, and then take out Banners, by the time I had released the Squiggoths I also had the rest of my army almost done (2 FW HG, kroot, 2 hound packs, 2 krootox, 2 FW, 3 skyrays and a harbinger, plus 2 broadsides for base defence and the Ethereal)

    Using that force (minus broadsides and Ethereal) I mopped up the Orks base easily, then returned to my own base to get to the Eldar forward base. As I had plenty of surplus power I decided to spam drones at the fwd base to set off the Chaos cutscene an then use them to take out most of the opposing forces there without losing troops. I then moved up to the Chaos base with my whole force and wiped them out. After carrying out repairs I headed out to the Eldar main base and took out everything between the relic and the left CP. Then, on a whim I decided to spam more drones to check out the enemy base, then slowly sent in my SS and Cmdr to take out the turrets, with my 4 FW squads behind to get some of their long range shooting in. All the time I maintained a steady flow of drones to act as spotters, distract the Avatar, and do some minor damage to their defenses.

    I basically continued to do this, using the FWs to take out infantry and whatever else they could see, using the SS + Cmdr to take out buildings and FPs, and a stream of drones to absorb fire. After about 2/3 of their base was decimated I sent in everything else and wiped out everything, winning the scenario (without capturing the CPs)

  40. #40
    Race: Space Marines
    Honor Guard: I believe: Senior Librarian, Reclusiarch, 2 Veteran Terminators, 3 Veteran Marines, 2 Veteran Assault Marines, 1 Land Speeder, 1 Hellfire Dreadnaught, 2 Dreadnaughts. I might be wrong on the counts.
    Planetary Gains: Inreased Manpower, Increased Requisition, Forward Base, Fury, Bulwark, and any I might have forgotten.

    So, yeah, this was the final stronghold I had to go on, with a strength of 18.

    So, I started to turtle up with crazy mouse moves (I literally break danced the optical minimouse), when I was informed of an Eldar forward base nearby mine. Immediately, I sent in my HG Land Speeder, accompanied by my Veteran Assault Marine and FC to that base. It appears, that was an overkill: now, I don't know whether it's a bug or not, but as soon as I appeared, guns blazing, Farseer just panicked and ran. I left the base after my Land Speeder was destroyed, not wanting to give up my Veteran Assault Marine, and that forward base just vanished. Not infiltrated, just vanished, except for a few Webway Gates and Support Platforms. Wow.

    So, being bombarded by mission objectives, I panicked, but took it slow, this time generating a few troops as I turtled just to be on the safe side. With a full HG, it seems, there was no need, as any attacks to my base were dealt with within moments and my turrets kept any would-be rushers out.

    As soon as I was done turtling, I produced a Librarian (keeping my Senior in the base for good measure) and attached him to my Terminator Squad. With just that, I started to scout out the Eastern side of the map. Encountering Orcs, I kept 2 Dreds in the Orbital Relay to deep strike whenever required. I ran into the Squiggoth part, and deep struck my Dreds, upgrading them as I went with it. I released the Squiggoths, who didn't do JACK, and then charged the Ork base. All-in-all, along with the replacements, it took only four Dreds (2 replacing the initial 2), Librarian+Termies to finish off the Orks completely. I capped off a point there just because I felt like it, took the Vet Termie and Pred the map had given me, and continued my scouting mission. This became my "strike force".

    Meanwhile, Chaos was slowly upping the ante with its rushes to my base (well, they never got in). To ensure they never got in, I stationed Assault Termies, Flamer Marines (full squad) and Plasma Marines on that part of my base, leaving Senior Librarian+Heavy Bolters, FC+Grey Knights and HG to fend for my base itself. I detoured my "Strike Force" in the general direction of the Chaos troops, and, again, this time without replacements, took down their base. I received a sweet Vet Assault Termie and another Pred as a reward. One thing of peculiarity was this: if you slay the Schismatic Chaos Sorcerer, the Chaos base vanishes, much in the manner of the Eldar Forward Base.

    The point where this "small strike force" deal went sour was the moment I decided to check out where the relic was. It turned out, it's right under an "objective" webway gate. There were a few buildings and troops, so I took them out. I took my "western base security" along and dropped 2 more Dreads, 1 being a Hellfire. Then, I rushed the main Eldar base.

    Well, that was a dumb move. Here's the thing: there's a ***load of Fire Prisms, Support Portals, plus the Avatar of Khairne, Taldeer herself, and a LOT of support portals/regular troops. Reinforcing constantly, I kept my "strike force" alive for quite some time. Half-way through their fight, I dropped my FC+Grey Knights and used Orbital Bombardment to strip away some of the bulk there. It worked, and although the FC fell before the finality of my (failed) assault, the Grey Knights took out their Webway Assembly and a Support Portal before they, too, perished. But they took the Avatar with them! Hahahaha!

    Having weakened them with my previous strike, I got my caps full (no Land Raider this time), gathered my army and, leaving a hefty amount of HG in my base, used the "brute force" method. Without ANY losses, I swept up the Eldar's main base.

    Note here - a funny sight I captured was that one Veteran Termie seemed to attack Eldar Farseer with a vengeance. No matter what was happenning around him (a Seer Council got to him and he didn't even notice), he kept on shooting and took her down by himself... strange.

    My assault, of course, devastated the base. Thus, I chose to sweep up the remaining Eldar, figuring I'd hold the Webway Gates afterwards. Turns out, there was no need. I destroyed their final Webway Gate, and voila! Mission Accomplished, Kronus now belongs to the Blood Ravens Fifth Company, led by Sarpadeon! SUCCESS!
    "Brute Force": Turtle and build, turtle and build. Crush your enemies. In the name of The Emperor!

  41. #41
    Just finished the final base with 2 races, Orks and Space Marines.
    For Space Marines it's easy if u just spam Predators and send in forces on either side.
    On Orks all my melee troops died without doing much including my 9k hp Gorgutz when rushing in due to the s***loads of Fire Prisms. Eventually I figured out how to do it:
    1) Take every single point that gives you requisition as possible
    2) Use Gorgutz to take out the vehicle producing things
    3) Rush with a lot of tankbustas, wartrakks, looted tanks and shoota people.
    It'll be one huge battle there, but eventually the Eldar forces will suddenly just be hundreds of corpses on the floor. If it doesn't work, build an infantry/vehicle producing thing as close as possible and try again with endless queues.

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