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Inside enemy base - one chance - which building to destroy?

  1. #1
    we may be connected by just 1s and 0s on a bulletin board troff's Avatar
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    Inside enemy base - one chance - which building to destroy?

    This applies to all races but essentially letz say you manage to get a few of your units right in the middle of his base, which building would you go for to cause the most damage/inconvenience to his war effort? (as his enemy frontline force struggles to return to base to defend it)

    I present a example of a SM base (wrong most probably) below.

    **Remember this is a TOTALLY WRONG example but just to show you how your line of argument can be laid out I came out with some fictitious text **

    HQ
    Killing his HQ reduces his req by -15 and disables his ability to build and USE (if already owned) the Relic and droppods. Building this building again from scratch is no small feat. NOTE: If you destroy the HQ BEFORE the machine cult comes up, all Armory research is cancelled and the Armory is disabled too.

    Battle Chapel
    Take less than a minute to rebuild. Not really worth it as (see above and below) there are more higher priority buildings to take out.

    Power
    If he has more than 3-4 power generators grouped together, you can possibly gun for these to hammer his production of Dreads and other machines. Note to watch out for Thermos if he has any.
    NOTE: Look for clusters of 3 or more generators together. Destroying two will automatically take out the third one from the splash damage. This can be done relatively fast.

    Armory
    Killing an SM armory accomplishes 3 things.
    One - he drops back to only two heavy weapons per squad.
    Two - the targetting module upgrade is reduced back one level and
    Three - The Relic building is disabled (but not the War Factory).
    Note that Bionic upgrades stay researched even if you destroy the Armory. Overall a good 2nd choice as it will effect ALL marine and terminator squad weapons and accuracies. NOTE: If a squad already has four weapons, they stay that way, but if the squad gets wittled down, they will only be able to build up to two heavy weapons maximum.

    Machine Cult
    Lots of hp, difficult to kill but aim for this if you need to stop the flow of dreads and other vehicles. Note that though this may seem a wise decision, it is overweighed by the sheer quickness of rebuilding it. Gun for the Armory or HQ as a better option.

    Relic
    Don't bother with this as research upgrades still stay researched if you gut this building. Power gens and the Armory are a wiser decision.

    SPs and LPs
    If you see an uncapped SP, take the time to decap it. You only need eight seconds and this will set him back a bit. Normally 2-3 SPs can be found near his base. However if having to choose between two SPs and an Armory, go for the Armory for the reasons mentioned above.

    SUMMARY
    In all for SMs, the most 'inconvenient to your enemy' building to destroy is definitely the HQ, as a lot of effects flow down from there, and it takes a darn long time to build. Second choice would be aiming for his armory or power gens if you can make it. If your attacking force is really weak, just take out a power gen if you can.
    Last edited by troff; 16th Apr 05 at 5:31 AM.
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  2. #2
    Nephilim.
    Guest
    It really depends on how long you have. The HQ takes a long time to take out.

  3. Dawn of War Senior Member  #3
    Antipostmodern Aron_DeTomado's Avatar
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    In the case of orkz:
    Waaagh! banners, destroying them will reduce ork tech.

    In the case of Eldar:
    Aspect portal, destroying this will force him to re-research all the stones when he gets a new one!
    Support Portals are also good to destroy

    pwr gens are allways good to take out, as well as armourys etc.
    Quote Originally Posted by Wikipedia
    7 (seven) is the natural number following 6 and preceding 8[citation needed].

  4. #4
    CptCanada
    Guest
    SM
    u really only get these kinds of choices in a team game and HQ will most likely effect him the most but it will take time and if u destroy that and still have extra time destroy armory but remember the machine cult could be pumping out a dreafd as yourre killing another building

    Orks
    waagh banners to reduce pop and unit production rate (if you can get all waaghs u almsot already won) then i would go for the... HQ its not as strong as Sm or Chaos so it will go down quick

    Chaos
    see SM

    Eldar
    first webways (not all just a few that are on youre way 2 the aspect portals) then aspect portals to make them research the aspect stones again then you would whant to finish off all the webways then get their HQ its very weak and easy to destroy if u still got time destroy the support portal (gets rid of many vital upgrades and this building produces vehicles)

    what race do u play as? what units will you do this attack with? is it early mid or late game? tell me the answers to these questions and i will help you even more

  5. #5
    we may be connected by just 1s and 0s on a bulletin board troff's Avatar
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    Nice points Capt Canada. I will repeat them as follows:

    1. RACE - YOURS AND HIS
    - Which race base are you attacking and what race are you using?

    2. EARLY, MID OR LATE GAME?
    - At which point or tiers are you both at?

    3. WHAT UNITS ARE IN HIS BASE?

    Thus an example would be

    1. SM
    2. Early - gun for power gens + reasons
    Mid - gun for armory + reasons
    Late - gun for HQ + reasons
    3. Three AM squads with Meltas - go for the armory with meltas, it will be reduced to 10% or below. Then go for the nearest Power Gens before your squad gets wiped out.

    I personally go for armories but I have no skill or materials or experience to back it up. It's just that when someone kills my armory, I hate it when my squads are reduced to two heavy weapons each. This can be a killer in Tier 1 early game period. (correct me if I am wrong).

    Please give accurate examples of some scenarios. There are too many permutations to take into account all possible race, units and building.

    However I would like experts out there to focus on the effects of destruction of the buildings mentioned on your enemy's war effort. Thanks!

  6. #6
    i am assuming from what i have read so far that most of this base attacks centre on jump troops getting in. Jump troops may get massacred too easily by base defences (if any are present).

    i'm normally a SM player........why not use your main army (no vehicle support just infantry) as a diversion while scouts infiltrate a base. Deep strike in a small force consisting of 2 CC dreads (CCDs) and one FC. FC takes out HQ with OB strike and severely damages surrounding buildings whilst CCDs mop up. Set CCDs on overwatch in realy and machine cult with rally point set to orbital relay.

    HQ is always my priority followed by armoury then barracks.

    By the time the enemy/reinforcements arrive, i usually have decimated 90% of base with perhaps a support portal/mek shop/machine cult etc. and maybe a barracks left standing & one or two generators.

    any CCDs are then upgraded to assault cannons to take down fleeing builders.

    the SM army i normally use consist of Lib, 5 plasma squads (with apos attached), 3 missle sqauds. this combination is pretty much effective against any infantry a SM/chaos/ork player will throw at me. however, due to lack of vehicle support, my army suffers from dark reapers and mass dreads/wraithlords/killa kans (defilers are easy to take down).

  7. #7
    Sps
    Guest
    Answer is simple:

    It depends on what the enemy seems to be going for. You destroy his ability to achieve it.

    If enemy is going for vehicles - kill the generators. reason - he spent a lot of req on them and did so probably at expense of troups - killing the production of his "aces" wins you the game. That is just one example, but generally you destroy the buildings which are the most vital in the chain of tech/BO/strat your opponent is attempting.

  8. #8
    Vext
    Guest
    well put it this way.
    If you destroy all of the enemy HQ buildings, it's only a matter of time bfore you win. (limited builder units, pick em off quickly!)
    if you scout around and pick off the builder units while you're destroying the HQs...

  9. #9
    -jvb
    Guest
    this sequence seems to work for me:

    1 : stuff that shoots
    2 : nearest / buildings that produce stuff that shoots
    3 : the rest

  10. #10
    Thog
    Guest
    if y'all get into his base and see him working on something (being built that is) first get that, it's easier to kill and he may still lose all of the req normally required to build it.

    vs eldar get his troop builder thing portal whatever...he'll have to re-research aspect portals same with support platform.


    as SM assault marines with melta bombs .... one melta bomb destroys 1 orc gen (or really close to it)

  11. #11
    Senior Member Chris's Avatar
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    One thing to be careful of is not to get carried away shooting at listening posts. Yes, it's important to cripple your enemies economy but if you're attacking a foward listening post and they're not doing anything to defend it, they may be lulling you into a false sense of security and preparing a counter attack.

  12. #12
    cletus
    Guest
    I go straight for the armory then orbital relay If late enough in the game. Nothing sucks more than having dreads dropped onto your infantry

  13. #13
    tier1 - armoury/power gens
    tier2 - machine cult/armoury/power gens
    tier3 - ALWAYS orbital relay first, it has incredibly low hp and is a great source of power.
    after the relay id go for the hq.

    before late tier2/tier3 the hq isnt really an option to destroy IMO.

  14. #14
    Wc3Addict
    Guest
    If you are playing with Shared Resources On, hitting LP's and Gens becomes a very viable option since it will hurt all of your enemies. However, most times Gens are in the back of the base with their Armory type building, so unless it is early game you will have trouble reaching them without teleportation or jumping. Even then in the early game, you may not have enough force to keep a strong presence in their base until their HW is destroyed, so I would probably go for Barracks, Gens, LPs, and the Armory type building.

  15. #15
    graldensblud
    Guest
    "before late tier2/tier3 the hq isnt really an option to destroy IMO."

    Eldar Brightlances can do it no trouble.

  16. #16
    Larcolith
    Guest
    im fairly new to DoW and iv only played aobut 20 games or so but from that ive worked out the following

    SM: Orbital then armoury, given that im eldar usually i try to hit the chapel-barracks with wraithtomb and if theres time i get to that.

    CSM: same deal, armoury then go for sacrificial circles, try and kill any horrors hiding in there and maybe stop any possessed on thier way.

    Eldar: Early game go for the soul shrine first up, if you cnat find a support portals chances are they are researching mobilize for war. After that go for the aspect portal

    Ork: of those games ive only seen 1 or 2 ork players so i really can't offer any suggestions.

  17. #17
    h2o
    Guest
    orks are simple, there buildings are so weak you can basically take most of them out in a very short period of time, always a gd 1 to take out is the waaargh banners very weak very quick to die but will cripple the ork !

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