Into the Maw
#1
Into the Maw. [This assumes Easy Setting]
Start the mission, run forward and clear everything out till you get to your forward base. Once there capture the two closest Strategic Points and build your base. You'll want to guard all strategic points you capture with at least 3 heavy bolter turrets.
Once your base is up, capture the resource point to the North East and destroy the Webway Portal just to the north.
Imperial Guard will arrive to hold off the Orks. Leave them be, four Leman Russes will do just fine.
Now tech up Immediately to Predators. Your Heavy Bolter defenses will keep you safe during this phase. Eldar are GREAT against Infantry but not too great against Tanks. Once you have at least Two Predators it's safe to adventure into the battlefield. Follow up a tank clearing each area with infantry to capture and a Servitor to build 3 Heavy Bolter Turrets to defend the point, keeping the Predators at the point until the turrets are operational.
This will get you up to the last strategic point before the objective. At the objective
Into the Maw. [This assumes Easy Setting]
Start the mission, run forward and clear everything out till you get to your forward base. Once there capture the two closest Strategic Points and build your base. You'll want to guard all strategic points you capture with at least 3 heavy bolter turrets.
Once your base is up, capture the resource point to the North East and destroy the Webway Portal just to the north.
Imperial Guard will arrive to hold off the Orks. Leave them be, four Leman Russes will do just fine.
Now. Tech up Immediately to Predators. Your Heavy Bolter defenses will keep you safe during this phase. Eldar are GREAT against Infantry but not too great against Tanks. Once you have at least Two Predators it's safe to adventure into the battlefield. Follow up a tank clearing each area with infantry to capture and a Servitor to build 3 Heavy Bolter Turrets to defend the point, keeping the Predators at the point until the turrets are operational.
This will get you up to the last strategic point before the objective. At the objective you're going to have a challenge. If losses don’t matter just upgrade your 6 Predators to Predator Annihilators. It will take two waves and you'll lose all of them but you'll claim the objective.
If losses matter [this is fluff perspective, doesn’t matter game play] you'll need to bring 8 Squads of Missile Launcher Devastator Squads fully upgraded, 6 Predators, and 1 Whirlwind. It will be a bloody mess but one wave should accomplish the objective.
Note: 3 Heavy Bolter Turrets is a minimum before moving on. However critical strategic points [the one to the northeast and northwest of your base besides the two closest] should be upgraded to 6 HB turrets.
Predators are used because the Eldar AT capability is ONLY at the end. 6 Predators in a group will steamroller over everything on the map up to that point with ease. Do NOT upgrade them before you reach the objective because you'll be encountering large numbers of Banshees, Guardians, and Dark Reapers and Autocannons and Heavy Bolters work better than Lascannons against them. You'll take slightly longer on buildings but the time is irrelevant.
The critical point is the heavy bolter turrets. You'll be attacked at every critical point wherever you go, and you can’t defend all of them with mobile units. You can’t get enough Predators and Eldar Infantry butchers marine infantry.
#3
This was the first level I couldn't get on Insane, so I dropped difficulty to normal after this one.
You start with a scout squad on the forward right flank on infiltrate, with a assault marine squad on the right side of the main body of troops. You have two squads of Tac Marines with the FC/Lib in front of them, and a dreaddy between both squads of Tac Marines.
You can move your scout forward, but the Dark Reapers have a Exarch (I think) which detects your scouts. That or the lone seer council dude a distance away. Don't get too close.
You can try putting your assault marines on the hill near the scouts, just not close enough to trigger the enemy attack.
Put your dread to a flank to engage the Wraithlord behind the body of forces. Move up the Dread and Tac Marines. The Guardians will engage. Keep moving the dread towards the wraithlord, killing some other guys is acceptable at this point. Jump in the Assault Marines and hit the Dark Reapers asap. Scouts aren't needed as the units pile into combat. Get the dread and hit the Wraithlord quickly before it tears up your soldiers.
A lone seer council guy will attempt to attack you. Kill him. Move forward, killing the webway gate and other things like the eldar listening post.
A stronghold drops in with two servitors. Your base is flush against the east. There are two paths, one going "south" (which depending on camera view is "left" or "down" towards a curve in the path of a forest) and one going north ("or the right, or up towards a open area).
A interesting trick is to grab your infil scouts and send them down the leftward road into the forest. You'll see a bunch of Howling Banshees and stuff as you go up the road. Make a left and then another left and you'll see a lone webway gate with Warp Spiders around it.
Send a Tac Squad into the forest to fight the Banshees, and reinforce it either with another Tac Squad or a dreadnought. Move your assault marines too, and jump them over the trees near the webway gate and attack. At the same time, move your marines up and kill the squads in the open.
The road branches two ways, one to the left across the water and to another webway gate, and also to the right to a small base and a webway gate.
To quickly kill the enemy webway gate across the water, send the infiltrated scouts across the water and use the assault marines to jump. You might land in the water depending on other things, but you'll kill the place quickly enough. (CAUTION: You might not be able to cross the water on this left path. If not, you'll kill it later after killing the base to the right. Directions somewhere below.)
You also have a base to defend. Tech up as normal, cap the SP near your base and keep a reserve force handy. The eldar will attack as you cap the SP. Kill them.
The Imperial Guard arrives, heading north to set up a defense against the Orks.
You might want to consolidate them around the nearby Eldar SP. Cap that SP and build a ring of turrets around it, with some missile and some heavy bolter. Move your IG forces to defend this particular area; the Orks will overrun your IG from the start and the extra firepower is appreciated.
Use the IG you have right now to assist with the destruction of enemy Webway gates. This will *greatly* reduce the amount of enemies you must deal with.
Northwest (near the bridge) is a webway gate. Spot it with Guardsmen and blast it with the Leman.
To the west of the recently capped SP is a downwards rolling slope. Enemy plats (and on higher difficulties a Wraithlord) will rush from here. Build some defenses around the north SP of your base. To the south, if you didnt' do so well killing their webway gate and stuff, fall back and set up your defense around that SP.
At the same time, your forces in the south should eliminate the little base to the right of the road. Infiltrate some scouts in, rush forward with troops and use assault marines to get directly to the webway gate and kill it. Cap the SP, build a LP and fortify, as the Eldar will use this as their primary conduit of attack.
At this point you can move across the water and meet up with some guardsmen who lead you to a webway gate. I've told you earlier to destroy it, but I don't recall if you could cross the water through the left path. In any case, destroy it by the same procedure stated before. Infil scouts, jump in Assault Marines. Wipe the thing out.
Backtrack a bit and you'll see a earth ramp that goes up from the water. It's the beginning of the Eldar controlled sector. Send a infiltrated scout up here, make a left along the side of the cliff then go up and you'll see a webway gate.
Remember the little webway gate you were instructed to level that the Guardsmen led you to? Keep your assault marines there. Jump from there to the other webway gate when the wraithlord and platforms go away. Destroy it, then run away and jumpjet back to safety to where you had launched from earlier.
Let your scouts move back to the ramp that they had climbed up earlier. Before you had made a left on the ramp, now make a right by moving forward. Move past the base defenses and spot buildings near the cliff. Move units nearby and shoot them up, including a vehicle production building. Things from the south will wind down.
Back to your northern forces. While holding off the Orks, observe that between the bridge and where the Orks come from is a open area leading down. Send a force down here, turn right and kill the Webway gate somewhere down there. Then return.
If you've pretty much contained the Orks, you can move on the Eldar from the north and trap them in a pincer with your other forces. Vacate the IG and move them up the bridge north-west of your position. Reinforce them with predators and hellfire dreads. Prepare for enemy vehicles, the IG can take out the infantry.
Cap the SP and move north. You'll see niches that lead to the right to Webway gates. Go down these paths and kill the webway gates. You'll head to a bend in the road with a SP on it. Behind it is a Fire Prism, which immediately engages your troops. Kill it, then send troops down the path to the right and wipe out a Eldar base.
Return back to the SP and make a left. You'll run into a eldar installation. Move slowly and methodically.
Back to your forces that come from the south. Bring infantry and other stuff and advance up the ramp, search and destroy everything immediately west of the ramp, small webway gates etc. Then head north again and wipe out all turrets and buildings. Your northwards force will move south wiping out everything it can until both forces meet near a non-natural ramp that goes up to a second level. Move your heavy units up (leave the Guardsmen behind at this point, they're going to be useless soon.)
Advancing up the ramp, you'll encounter a pair of Fire Prisms and heavy enemy forces. Wipe them all out. Make a right and you'll see a winding path. Watch for warp spiders that pop up at random (this is why we wont move our guardsmen up, warp spiders are DANGEROUS to them).
You'll arrive at a road with two destinations. One left towards a pair of statues of people and another going up a hill. Send a token force to scout out the hill route. When it's clear, artillery would be nice to send up there and bombard the area below.
Keep your main force guarding the statue area. A infiltrated scout might work here. Move it up and you'll see wraithlords and other goodies. You could use whirlwinds to bomb it all into pulp, or move your tanks and infantry forward with scout spotters to annihilate everything. Word of the Emperor is useful to make your infantry temporarily invulnerable. Once the initial wraithlords and plats are dead, kill everything atop Mount Korath.
Note: for the most part I used Preds with turret lascannon. Hellfires weren't upgraded, neither were dreads, though most had assault cannons. Marine squads were mostly flamers, hev bolters and MLs. Hellfires are probably more useful then regular dreads, since the Eldar aren't swarmy enough to need CC dreds.
"In the future, I plan on taking more of an active role in the decisions I make." ~Paris Hilton
#4
Upgrade the Dread with Ass Cannon and shoot most eldar at far,then use AM jump and kill DR when Dread kill the WL.
Killing the first outpost very fast.
This mission just only use Marines as my fighting force.Preds(i had 2) are strong at the dig site,so upgrade them all with Las.
Turtle,7 Dread+2 All-Las Pred+4 Leman+Full Marines+1 AM=finished.
Kill DR just jump AM to them and kill.
This stage i usually get my Marines with only Hvy Bolt and Missiles,cos that's enough.
(ps.I just used 1 AM+2 Marine with 6 Hvy Bolt+2 Missiles to kill off the half map's Webgate WITHOUT lose a whole squad.I think they only died about <10 men in total,before gather with Armours and my other marines..)
In insane what i did was defend my base (i almost lose it twice) until you reach the second HQ addon. Try to tech quickly to this, cause meanwhile fireprisms will make you suffer a lot. Some tips:
For the beginning: dont go much further by the left until you have lassers. Take one or two heavy bolters squads plus your heroes and destroy a webgate, but dont cross the river (still not).
Use your dreadnough wisely, dont let him die, cause it will be your only defense against massive orks, or against eldar infantery.
Tech to melta bombs for the assault squads, make some assault squads and use them to jump in+melta to a fire prism+jump out. Dont let them fight against orks, just use them for this strategy and maybe against a small eldar group.
If you see eldars and orks coming simultaneously by the right, let them fight each other and finnish the winner.
I made a lot of bolter turrets in the right... not sure if this was a good strat. The fact is that you can kill a lot of orks with them, but when a fireprism or an ork tank comes youll lose the turrets. For the defense of this area take some heavy bolters and some rockets. That, plus some turret, plus eventualy your dreadnoughs (make as many as you can, but dont let them die by fire prism staying in their shooting range) should be enough.
Be sure to have lots of plasma generator, youll need as power as possible later.
Now you tech to upgraded monastery. Start making predators with full lasscannons. A couple can destroy every fire prism attack, no matter how many. So wait until you have a strong defense in your base: two preds, some dreadnough (assault cannon, agains orks), missile and hbolters squads.
Now its time to go destroy eldar webgates. Build predators and send them across the map destroying webgates and any building you find in your way. Dont try to kill infantery with them.
Take a maintaining force to the up-left of your base, in the strat point where was a small eldar base (before the river). I took there two heroes, two heavy bolters squads and one predator.
Thats all. If you reach to this point it's just a matter of time to discover and destroy with predators all eldars bases. I sent groups of two predators and two heavy bolters squads to make the "cleaning".
Played through the campaign today on insane level in 13 hours. Yes, i'm madLooking back I think this was the most difficult level.
Your trying to hold of Eldar on one side and Orks and the other, and its quite difficult to handle it all. As soon as Killa Kans and Russes start coming in the ork attacks your going to have problems. By that point you need to be tier 2 and have 3 ML squads. Dump a fair number of turrets at the LP where the orks attack, some HB marines and try and keep the IG alive, their GLs are great for the ork swarms. And you will get absolutely swarmed BTWThe Eldar also try and slip by to the left of the ork attack point by the forest so be wary of it, a couple of times they slipped between my men fighting orks and got into my base, some turrets at the first LP stop that.
The thing I found with this level is the Eldar attacking on the left side don't bring any brightlances or prisms. 3 Hellfire Dreadnoughts (unupgraded, they'll be killing infantry), the Captain and Librarian, a servitor, a sniper scout squad and a ML SM squad went all the way from the left of my base to the objective. I'd recommend it because until you push out that side your going to be desperate for requistion and it gives you lots of spare men to hold of the orks. Keep the dreads repaired and cap points as you go along. Once you do this its a lot easier, until then it was very difficult.
The objective was a bit of a pain, had to pull back at least 2 times as I was getting swarmed by Wraithlords, reapers, council and prisms. Not goodIf you send some whirlwinds up on the hill to the right of the base and your patient, they will kill the support platforms and the webway, which makes things a fair bit easier.
I tend to use Scouts and WWs a lot in all missions, but I did a ~lot~ of 'softening' the enemy with them in this one. I used a group of 3 WWs with 1 squad of Scouts as spotters and as a result I got through this mission without taking a single casualty--and I mean a single squad member, not a single squad. This was one normal difficulty but I would imagine it would be even more useful in the harder settings.
Mission 6 is very hard on insane but its not impossible hehe you just have to think out side the box
my main problem with this mission was the ork attack that the imperial guards where surposed to hold off, on the other settings the guards do a good job of holdin off the orks for the whole mission but on insane i found thay died within the first few minutes of ariving on the battle field leavein you to defend against an endlessly spawning ork army (i went to destroy there base only to find thay spawn on the edge of the screen) and one well funded teched up elder army.......
so what do you do ?...
well one thing you dont do is build heavy bolter turrets thay are a huge waste of time and money use every penny on new units and tech to Preditors as fast as you can, once ya have preditors fully upgraded with lazcannons you can easly take out the eldar attacks on ur base with their Dreadnaughts and FirePrisms
em what about those orks ? ...hehe well i said you have to think outside the box, now if the mission wants to cheat by just spawnin an army of killer orks on the edge of the map with no base for me to destroy how do i stop them ? ...well set up ur big power station thing, the spot for it is kinda right of the screen over from ur base in a lill hollow of some hills, now next time the orks attack kill all but one and lure him to ur power station if ya need to "delete" your unit ya lured him with so he will attack the power station, but he will most likley want to attack it neways.. once hes hiting the power station hel be hitting it till ya finish the mission ... and with out the last ork dieing the "spawn a new killer ork army" trigger wont work and your free to finish the mission with out the orks attacking![]()
#9
I had a long one with this mission. Still not through.
All troops eradicated three times in a row...in the same game.
Then I took long time to just let the orks sit over there, they dont move until triggered. Meanwhile I build reinforcements and take out the eldar to west.
Eventually they got triggerd anyway, so I was annihilated, almost, but shut down.
I am planning to just retire the IG to a point closer to my base, leaving the orchs with no cover, if they are triggered to attack. Thus leaving the forward SP, closest to the orch spawn location, unguarded. Well see how it goes.
Hmm...wait with Predator upgrade huh? Good tip
With missiles on the Bolter Turrets they are quite useful behind the rock with the Slag Deposit to the east. But leave a couple without missiles, since the orchs will be flying in to kill the rockets and station.
EDIT.ADD
I changed the difficulty from insane to hard and did as I planned above.
1. Withdraw IG to a position between the SP on the road and the SP closer to the bridge, just left of the ridge that covers the Slag Deposit.
2. Quickly mounted up some Bolter turrets in my southwest.
3. More bolter turrets where I put IG.
4. Changed ALL units to Stand Ground Stance
6. Sat back, took my time building base and researching the lot.
Im not through yet, but with 2/3 of the map under my control I have not lost a single squad. I even had 2 IG squads take an Eldar position, with problems, but barely.
ALL IG squads upgraded to Grenade Launchers.
Done. NP.
Last edited by Homdax; 28th Oct 04 at 6:25 AM.
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Here go's
This is a bit lame & pretty tedious, but it works perfectly on insane.
The most important unit in this mission is the scouts you start with.
First thing to do is move the scouts forward along the higher ground to the right.
They will become visible as soon as they get into the Warlocks LOS.
As soon as this happens retreat them back asap.
You will find that the Wraithlord will have chased them about a 1/4 of the way down the higher ground towards your troops, before you could re-infilitrate your scouts.
If you lost any scouts re-inforce them.
Move your Dreadnought to the bottom of the screen away from the main body of your troops, ie get him waiting at the end of the raised bit of ground, but back a bit.
Move your scouts up to the dreadnought, de-infiltrate them, and run them away past your waiting dread.
Engage the wraithlord in H2H with your dread and win
Upgrade the dread to assault cannon and move along the higher ground (as close to the trees as possible), set to ranged attack, kill the warlock with your dread from range. The other eldar troops should not react to this.
Re-inforce your scouts if needed.
Infiltrate them. And move them up past the body of eldar troops into the main map area. Explore pretty much the entire map with them, killing any unguarded Webway Gates. APART FROM THE ONE CLOSEST TO YOUR STARTING POSITION. And capturing any strat points that don't have enemy troops next to them.
N.B. If you don't like being attacked by fire prism's then there is an Eldar base in the very NE of the map. Get the scouts in there and kill the Support Portal (you may want to wander off and get some hot drinks, or read war and peace, as this takes an age with one squad of 4 scouts)
You do not have to worry about your other troops.
The enemy only seems to attack when triggered, the trigger is either the first lot of Eldar troops or the first webway gate being destroyed.
Move your Dread and troops to mop up the first Eldar troops when you have finished exploring with your scouts. At this point your main base will go down. You should find that you have a good 2000-5000 resource to start with. Depending how anal you were about exploring with your scouts. (I had over 6K resource, I was very "Al Capowned" when playing this map, hence the slow play style)
Should be pretty easy from here on.
You have plenty of resources to get a good base defence up.
And can then just go splat the enemy with whatever Las cannon vehicles you want.
Enjoy.
BTW I did try and play this mission "properly" but just kept getting slaughtered. HempKnights idea on thinking outside the box led me to experiment with my Scouts. So I wouldnt have done this if it wernt for you m8![]()
I just finished mission 6 on insane. It took a few goes, but I didn't use any sort of lame tactics, just played it normally.
The first battle is pretty easy, dread + fc + lib attacks wraithlord, dread draws fire from infantry, assault marines get reapers, other marines get guardians. Anyway, then kill the webway gate and get to your base area. Only capture the two closest strategic points, don't get the third one (the one to the northeast).
Ok this mission is all about surviving. Once you get your base going, the rest is easy. So. At the start, concentrate on teching to teir 2 straight away. You'll want a missle launcher squad very quickly for the warithlordsthat attack. When they do, use your heroes to take the hits while your missles do the damage.
At the same time, make sure you get your dreadnought repaired. The IG will rock up soon and when they do you want to place your dreadnought in front of their tanks to keep the infantry away and break them with its flamer. If you keep some dreadnoughts and later some preds near the front of the IG army, the orcs are not a problem.
Finally infantry and platforms attack from the west. Get your LP upgraded ASAP anbd put some bolter turrents there to help.
Ok after some wraithlords, the fire prism's will come attack you. By this time you should be very close to getting predators out. I started off with some missle turrents next to the LP (the closet one to the NE) and used my heroes to draw fire. This should work until you can get the preds out. When the first pred gets out upgrade all its guns and put it in front of the turrents. Keep it repaired and 1 is all you need for defense. Keep supplying maybe 2 dreads and 1 pred to the IG area and 1 pred to your close NE LP. Then take troops and whatever other vehicles you can and start killing webway gates while moving towards the objective. If you get the webway gates on the west side of the map infantry and platforms will stop harassing your base from that side.
Rememeber the key to this mission is teching and scrambling. It takes alot of micro to stay alive early, but if you can get preds out it's easy. Oh yeah and remember put your dread in front of the IG! It held of heaps of waves like this, and as soon as it died i lost half the IG in 1 wave! (but by that time i was set)
Hope this helps
This is just a thought and I haven't tried it myself but it might be an idea to basicly stick the IG directly on the area where the orks come onto the screen so they butcher them as they enter?
:smash:
This has always been the most difficult level for me. Playing it on Insane at the moment. Early micromanagement is the key.
The orks will not be a problem even on insane if you use the Imperial Guard wisely. The Eldar and the Ork dreadnought, tank and Big Mek will not be a problem if you've got Rocket launchers.
So you need to get those rocket launchers fast - this means you've got to get your Headquarters upgraded to level 2, fast.
If you look at your initial resources, you've barely got enough to build the first set of buildings - so you're gonna need the troops you've got to survive the initial ambush almost unscathed - you are going to be living off just two Listening Posts for a while!
First off, don't charge in. Upgrade the dreadnought. While this is doing, bring your scouts back and hug the left wall, move up to claim the first Strategic Point. You can scout further to your left if you like as mentioned in earlier posts, I got bored and brought the scouts back.
Now for the first fight there have been some good strategies mentioned already. One thing that isn't made clear is *do not* add your commander and librarian to the marine squads at this stage. The bosses are good hand to hand combat squads in their own right. The marines are only good for shooting. Mixing them means you can only do one or the other.
It is also important not to get your dreadnought too badly damaged - I changed its attack pattern to ranged for this bit. Line everyone up (get the scouts in behind the marines and un-hide them (four free guns are always useful in a fight!) and use the commander to lure their troops into your line - not the other way around!
Use the librarian's mind blast early on to scatter the troops and give your marines extra moments to shoot at them. Use the commander to attack one infantry unit and the librarian the other - meanwhile have your marines shoot the same two squads your commanders are killing.
Jump the assault marines in to kill the heavy infantry, then Get Them Out Of There.
The Eldar walker *loves* to try to kill your commander. Anyone remember the Benny Hill Show? Get your commander to run up to the Eldar walker, *flip it the bird*, then run away. His job is to save the lives of his troops by distracting it. Then just run him in circles round your troops and your dreadnought, who will shoot the Eldar walker into scrap.
Now stop and rest - your troops may well need to regen / heal (especially your bosses). The tactics you have just practiced will be what you use to survive for quite a while. Save the game if you did well.
Do *not* spend too much on replacing lost squad members. You need to build an entire base in next to no time.
Now go and take out the webway gate. Your commander will show a complete lack of experience and decide to put his HQ in the most vulnerable place he can think of.
Get one of your initial two servitors to put a listening post on the Strategic Point while the other builds your HQ. Capture the Strategic Point above, but *do not* take the third one. You will be letting the Imperial Guard do that for you
Split your troops into two - the commander, dreadnought and 1 marine squad guarding the lower Listening Post near your base - use the tactics from above, with commander and dreadnought on "Versatile" stance - they purely have to keep the Eldar forces from getting your marines into hand to hand combat. The other troops guard the second Listening Post (which is a tougher job). Keep the assault marines back, jump them onto any heavy infantry, then get them out of there.
Once one Listening Post is up, get the second one built. As soon as your HQ is built, you have to get the barracks, armoury and two plasma generators built really fast. Then upgrade your HQ. You have to get Rocket Launchers as fast as possible.
Things will quickly be getting desparate on your northern flank - you just have to hold till the Imperial Guard get there. The Guard will do a great cleanup job as they head into position.
Just rest your troops while they do this - help out only if there are real problems. Once they get into position they come under your control. Thank goodness, because like your commander's choice of base location, their positioning really sucks.
Put all the tanks in one control group, and all the Guards in another. Add the Guard Commander to one of his units.
Take the tanks and kill the webway portal by the bridge. Use the Guard too. Now you need to get everyone into the right sort of cover while you build rocket launchers. As many rocket launchers as you can get your greedy little hands on. If you can afford it on the side, get all the Guard squads up to 5 plasma guns for swatting the Orcs.
The tanks go in a close-packed group of four in the crater behind the barbed wire, nearest to your Listening Post. The guard. Your assault marines sit in front of them, to keep the orcs off the tanks. This also means the 4 tanks can be used to help defend your Listening Post.
A servitor stands behind the tanks to make the inevitable repairs. At any time the orcs are not attacking and the tanks are fully repaired, this guy should be building mine fields in the gap between the barbed wire. Muhahah! Do NOT forget to do this!
The guards go in the crater behind the other barbed wire, as far up against the wall as possible. *Leave a big gap* so the orcs have to funnel through the barbed wire and the mine fields to get to you. It is a killing field! You want to be having the key fight against the orcs on *your* side of the barbed wire. After they have run through a minefield, with your tanks Heavy Bolters chewing them up, and the Guards Plasma guns toasting them.
Keep all your guard squads at maximum manpower as soon as you can afford it.
Where do you *not* want to fight orcs? That's right, NOT on their side of the barbed wire!
The south entrance where your commander, dreadnought and marine squad should now be fine, just manage the fights a little bit, stick with the same tactics and keep a servitor handy in case the dreadnought stubs its toe.
The north defense involves two squads of marines in the two craters just to the south of the Listening Post. They will get their asses whooped regularly until they get rocket launchers. Use the same initial tactics with the Librarian to keep foot troops and walkers busy while the marines shoot them. As soon as these two squads have 4 rocket launchers each, send your librarian over to take charge of an imperial guard squad.
As soon as your starting marine squads have 4 rocket launchers apiece, you're fairly safe. Then build more squads, do not add squad members, just 4 more launchers. Then upgrade your base and get your turrets up to Heavy Turret.
Gradually pile the area around the top listening post with as many Heavy Bolter turrets as possible, upgrade 3 out of every 4 of them to rocket launchers.
Put 1 squad of rocket launcher marines behind the tanks, once the orks start sending Cans and tanks in, these guys will be needed to prevent them from ever making it though the barbed wire. At the start of the ork fight, get your assault marines to jump in, melta bomb the Can, then jump back to defend the tanks again.
Once you've got this far, you can hold off both enemies indefinately. Build your favourite troop type and go squash the Eldar!
near the end when they had the fire prisms i switched my dreads with the leman russes and guards (guards didn't help much) cuz i wanted to draw out the infantry into the lemans and predators. i beat it okay, but i took alot of casualties cuz there were so many guards blocking the russes and predators. not really helpful i guess, but i felt like saying it
Easy way to win this on easy mode:
as soon as you get 3fully upgraded space marine squads get the 2 nearest strat points - get reinforcements there and sent in a few veichles. get the next few until you get to the second last one - get more reinforcements and veichles and send the veichles in first to kill their leader and their big animal thing then make a massiv rush![]()
Just had a thought. Build a Stronghold followed by any structure and delete your Stronghold (this is so you don't get "annihilated") then go back to where you first started the game on that short stretch of road and build your base there. That way you only need to defend one flank instead of two.
Good Idea. The key for meto this map on insane was taking out at least two webwey gates with my AM early in the game, before my base went up. Maybe three or four. That and microing my rocket squads to take out the ork vehicles.
This is not easy on insane. Fire Prism spam at the start really wrecks your day, so you definitely want missiles out fast. Assault Marine hit and run squads to take out annoying webway gates are also good - ignore enemy squads, just jump over them until you take out the gates.
Bombing the crap out of the "hidden" Eldar base in the far left, is very satisfying too. Finish it off with jumping ASMs. Bear in mind there is a crapload of stuff in there, including a Seer Council, Farseer, Wraithlords and Fireprisms. That's a lot for 1 ASM squad to handle, so keep bombing it with Whirlwinds until the ASMs can deal with it.
You can also hit and run the base on the far right by jumping into the heart of it, bypassing the defenses at the entrance. ASMs will make short work of Plasma Gens. The Support Portal is the key objective though, and you will need Meltabombs and several jumps to destroy it.
#19
On insane, don't venture too far anywhere, as soon as your stronghold starts building at the preset place, cancel it and move it back to the road you started on like gobblet said, and keep things there. WHen the imperial guards arrive, pull them back and do not make them engage the ork, present a unified front and you will find that defending will be hell of a lot easier. The other key is to avoid building excessive military but make use of the imperial guard units instead. I suspect the game has triggers on unit builds and certain building builds, so I never got past barrack and power for most of the game.
By pulling back, the bulk of the ork will be left fighting a major bulk of the eldar, although their other units are still a pain to deal with, conserve your power till you have enough, then start moving. After a while the Eldar will stop sending the big guns against you, at which point it should be safe to start massing heavy vehicles like predators and the rest is just mop up.
I tried a game (on insane, won in under 3 hours) where I used Marines to guard the foward point and sent the imperial gaurd and Lemun Russ tanks artillery to clear the reast of the map (with a couple squads and dreds). Let the IG have some fun for a change! Worked okay. If you know where the bases and webway gates are you can just start shelling them from afar, then go mop up remaining troops with infantry.
Unfortunately I was careless with the Leman Russes and they all died before they got to the final pass with all the eldar. I'm going to try it again keeping all four Leman Russes alive to that point.
I tried moving the base to where some other people said and just didn't see the point. It's costly in time and resources as the beginning where time and resources are key.
***
EDIT: Okay, between posting the above and this edit I did campaign 6 on insane, which took a little over two hours. Here's what I did:
1. Most of my force survived the initial fight with the eldar, maybe losing two ASMs. So, jumped the ASMs behind the dark reapers. Gabriel, Isodor, and the dred attacked the wraithlord, set one squad on melee stance to fight the gaurdians, and kept the other on range also fighting the gaurdians. Taking out the webway gate and remaining forces was similar and not a problem.
2. Gabriel, the dred, and squads took the fore points; isador and one squad stayed at the rear. IG, leman russes, and colonel brom came. At that point I had three points. Upgraded all the way ASAP, including all the resource upgrades and the power upgrades. Basically every research option I had, fortress monastery, etc. etc.
3. Then (or a little before I was quite done with all the upgrades) the four leman russes, isador, two squads, and a couple dreds went out the back of the base to work on the rest of the map, which fell easily, but slowly, using the artillery on the tanks.
4. Throughout the game, to the very end, I gaurded the fore point with 3 squads, mix of missiles and bolters, apothecaries attached, and three preds, and a maxed out turret farm. Also the imperial gaurd infantry stayed behind, and I maxed them out with plasma. Everybody was on stand ground stance (which I set as default from the barracks)-- concentration is key. After that it didn't take a lot of micro; I payed attention to them once in awhile to reinforce squads and repair turrets. Throughout the game this was more than enough. (And that's not even with shift-building minefields...)
5. But mainly my focus went on the force clearing out all the eldar stuff, which went quickly and easily. Left on squad behind to gaurd that LP outside the back door, and a bunch of turrets, but o/w Leman russes, maxed dreds, gabriel, isador, and remaining squads pretty quickly took out the rest of the map.
6. Until, of course, "The Maw." Now that was slow. Parked 4 Leman Russes with infiltrated scouts above on the hill overlooking the eldar encampment. Turns out they don't have the range of whirlwinds so they couldn't reach the webway gate. Eventually they had to come around to the front to reach it, and at that point were killed by the prisms.
7. After that I spammed predators and dreds which ate away at the wraithlords, prisms, brightlances, turrets, etc inside. Squads were backup, lost a few members but never a whole squad. Finally took both the prisms and was easy from there.
Except for the final assault through "The Maw," this seemed like a pretty satisfying, fairly quick, and not too difficult way to beat the computer on insane. The final assault was still slow and messy. Someone might have a better suggestion. Maybe, like was said above, spamming assault marines + whirlwinds + melta bomb would work better.
EDIT #2: Okay, last thing I have to say on the matter...
For the Maw: 4 Lemun Russes + 4 squads + Gabriel + Isador parked right out in front of the maw, Leman Russ artillery shelling in as far in as they can, with blasters helping take out whatever comes out. Everybody on "Stand Ground" stance (F2) out of range of the prisms. Then built a second base on top of the hill overlooking the artifact. Maxed vehicle cap with Whirlwinds that could shell farther in (to the prisms and the webway gate), then spammed ASMs that jumped in and dropped melta bombs. Had the maw cleared in no time. Easy as pie. That game musta taken not much longer than 1:30 on insane.
Final Advice: Once resource and power really starts to build, like after your fourth fully upgraded LP, building turret farms is a joy once you discover shift-build to get a bunch of turrets lined up in the queue. Turrets raining from the sky!!![]()
Last edited by MeatPacker; 17th Jun 05 at 1:06 AM.
The Mysterious Origin of the Ork
Fanboy Fiction by MeatPacker
I find that on insane, you can use the 4 Lemans and 3 tacticals to help take out the small eldar base to the west of your own. once you've destroyed it, leave the leman russes and a few tacticals there with a mix of HBs, plasmas and missiles. Any enemy attacking them is in negative coverand you can hold that position pretty much indefinately (just remember to reinforce every now and then). The only problem with this tactic is that you have little defence against the orks that attack, but with a bit of careful micro and some help from the dred (which should still be alive) you can fend off their attacks while you tak to preds. After that its just a matter of taking out the nearest webways etc.
Oh yeah, when you've pretty much completed the level, its pretty fun to build a minefield and a turret farm where the orks spawn- i left the last eldar base untouched just so that i could watch orks spawn on top of mines repeatedly...
On hard, the IG won't do very well against the orks once vehicles start appearing. Since I was trying to conserve sm squads for the assault on the Eldar I just built a stronghold a little behind their lines and dropped missile turrets pretty much everywhere there was room. That gave the IG good anti-vehicle power, and I was able to throw a gigantic force at the Eldar in the end. The only thing to remember, is that you need at least two servitors to keep the turrets repaired between battles.
For me, I just leave everything as it is, except that I deploy a leman russ at the forest area where the Eldar will constantly attack. For the Invasion, I used all the dreadnoughts and upgraded them with the assault cannons and always get them in melee with those eldar.
Just visited this level again. There's an eldar base in the top left corner, with lots of troops, which you can only get into by jumping. An extended whirlwind bombardment followed by an assault marine and landspeeder attack can clear out the area. You need quite a few units to do this on insane. Only do this if you feel the urge to wipe out the enemy completely.
Having completed the campaign on the previous 2 setting and being bored I thought I would give it a go on insane and because I read an early post about thinking outside the box and not triggering objectives I cleared half the map with 1 scout squad and 1 squad of ASM.
First of all your first encounter with the eldar will be a lot easier if you move your scouts up just enough for the first eldar unit to see you and then turn infiltrate off and run back to your troops who will make easier picking of the running eldar and the ASM will not suffer much damage if any. Just repeat this to the other units you can initially see including the wraithlord. I lost 1 scout in total and all marines were still on green health but the dread was yellow.
Now you could go up and spot the webway gate and trigger the next objective or you could turn infiltrate on and get your scouts to head towards the east path (turn left) and then I took the SP (though perhaps I should have done that last. I then jumped my ASM over. I moved my scouts up until I saw some eldar and headed left and back to find webway and jumped ASM over and destroyed it. I then lured each of the eldar units one by one into the waiting ASM who were set on ranged stance until they were close enough for CC.
Now I couldn’t go further along the path as from experience I know will get spotted so I went back the way I came with my infiltrated scouts hugging the tree line and then crossed the river and went west and took out another webway. There is another west path but this contained a whole eldar base so I headed for the other side of the map along the road and found one more eldar base and a fire prism eventually I got to the easter corner which is where there is an SP I cant get to unless I jump but as this has lots and lots of edar I wasn’t about to do that.
Instead I jumped my ASM over the river and destroyed 2 webaways and I think 2 guardian squads and then headed for the base I found. By jumping over the ASM didn’t get killed and using range stance will keep them out of range. Destroying the base here makes things so much easier.
I then managed to jump my ASM around the fire prism and into the other base and with my scouts took it out except for the turret things because nothing else shoots back so it is easy. I also lurred any eldar troops I could find into ASM ambushes.
I did make the decision not to destroy a webway I found which is near where the orks sporn because this way they will fight with the eldar as well as me making things a little easier. This whole process took my about an hour or so. Not bad really. Thus I destroyed half the map at the cost of 1 ASM and 3 3 scouts.
I then started the mission properly by destroying the first webway and then the base begain being built. But as I had capped a point I had 2000 req instead of 1000 so it was easier to build a base. Plus it seems by doing this you do not have to deal with fire prisms attacking you just the orks unless the IG took them out when I was building the base and not paying attention.
Once I had a machine cult I built 2 whirlwinds to soften up the edar base I had left at the river crossing whilst I was waiting building squads and preds and teching and keeping the orks under control by building turrets. I found having some SM and two preds over there helped lots as well as pulling back a little so the orks were in the open to shoot at.
Once I had preds I advanced my troops and destroyed all in my path (though I lost the original dread because I forgot to repeair but that was my only casualing other than IG fighting the orks until the last battle.
Once I took out the fire prisms which led up to the mountain I established a second base here and had 4 servitors working on it all and this allowed me to pull all my forced up here with the WW advancing up the right hand path and bombing anything my troops could see. I advanced up the mountain with my preds leading the way followed by the IG who were used as meat shields to distract the eldar while my missle squads blew them up. I jumped my ASM into their base at the far end and with the help of a predator managed to stop any more vehicles being built. This process cost me 1 WW, many IG but not a whole squad, the librarian who died and ended up fighting the orks and stoping them destroying my first base (ok so there were a few turrets as well but who cares) and the ASM sqaud. Plus probably some SM but their numbers didn’t look too dipleted and I was still 20/20 so no dead sqauds as I didn’t bother with overwatch.
Oh and in addition when I moved my force up from defending my first base from the orks i decided to pay that inaccessible easter eldar base a visit with a massive bombardment from WW and leman russ and it was destroyed within 15mins i think it was very very FUN.
Ultimate lame and easy approach on insane:
1) Kill the first group of Eldar as mentioned in previous posts.
2) DON'T destroy the first webway.
3) Use scouts and assault marines to destroy every webway
4) Cap all SP's.
5) Jump assault marines to the empty bases NE and W and destroy everything.
6) Jump assault marines to the the artifact plaza in the North to kill the webway, the turrets and the tanks (jump out with 3 marines left, restock and repeat. The turrets and tanks won't be repaired).
7) Use your all your units to destroy the eldar at the SP's directly North and West (be careful with your Dread: upgrade + stand ground stance).
8) Use your all your units to destroy the eldar base in the center.
9) Use your assault marines to lure the 2 fire prism tanks one by one from the base on top of the stairs down to the center. Use your all your units to destroy them.
10) Use your all your units to destroy the eldar base in on top of the stairs.
11) Now destroy the first webway: there are now no webways left. The only Eldar left spawn near the artifact.
12) Build a machine cult on top of the stairs. Build some whirlwinds. Kill the Eldar.
13) Walk towards the Artifact.
On a side note: the IG in the center can be saved if you bring all of your units to the endpoint of their march. Engage all Eldar in hth combat and get the IG out of harms way.
Last edited by Zzappruder; 12th Mar 10 at 8:58 AM.
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