Between a Stone and an Axe
I tried mission three several times and got flattened - until I learned where to position my troops. Here's what I did - I replayed the mission to make sure it wasn't a fluke. Note: this was at normal difficulty.
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For the Eldar portion of the mission, don't go exploring. Build a few guardian squads, cap the point, and build a couple support platforms. When the Orcs start harrasing you kill the bigmech so you can start teleporting. Keep your defense tight.
When you start the IG portion move all but 1 squad up to help the Eldar. It seems like grenade launchers are a more effective upgrade than plasma for this mission. Position them right behind the eldar on the side closest to your base. That way the eldar draw fire and you will have more left to defend your base with later. When the Eldar start retreating so should you. If there are any Orc vehicles out there destroy them before retreating.
The squad left behind should be capping points. Build extra techpriests, listening posts, another mech bay, and several generators. Repair vehicles as you can. Research sentinel and basilisk upgrades. About the time you retreat to your base you should be able to get the basilisks, make sure they're in the back of your defense. Try to have at least 2 sentinels and 2 basilisks at all times. Let mobs of Orcs come to you but if there's a looted leman russ be aggresive, the cannon has enough range to ruin your day.
When the squiggoth shows up you should almost have the baneblade. Concentrate all your fire on the squiggoth. Park the baneblade between the sqiggoth and the reinforcing mobs of orcs, they don't seem to do much damage to the hull and that way your base doesn't get swarmed.
The bolter turrets helped a little but by the second looted leman russ they were usually gone. I concentrated more on reinforcing squads and building and repairing vehicles. In fact, I don't really build more infantry at all. Your requisition comes in so slow you need to save points for vehicles and generators.
Last edited by Crackin; 25th Sep 05 at 10:45 AM.
Can I just confirm that this is the mission were you start off as Eldar and have to the the Orc boss then teleport over to the highlighted area?
When do the IG come into play then, because I teleport over etc and just get millions of Orks that just kick a*s.
Once i managed to relocate the eldar to the farthest position and it switched was the point i started to get my butt kicked. Seriously i must have tried the next section in control of the IG about 5 times more often than not it was the looted leman russ' that kicked me.
My final strategy was to build another field command in the section where the stormboyz tend to land at a little after the eldar move into your base.
I also tried to get the Regimental Command and Full Scale War so that i could fight leman russ with leman russ as soon as i had these it was straight forward i just right clicked the leman russ icon in the mech command to set auto build and then just used these to take out the looted leman russ' and then once the baneblade and reinforcements arrived i just mobbed the squiggoth.
Tried it on Insane and got ass raped by squiggy and the baneblade was demolished under a green tide
So I played on Hard. I found very important to optimize your spendings as eldars, as well as protecting these troops, and know EXACTLY what to research and buy in three minutes as IG before orks rush you. That's what I did:
I reccomend to protect ALL your eldar units from the very begginning. Build 3 guardian squads and research everything. Max-out the Seer Council. Dance with your units while relocating to protect your buildings, and reinforce any casualty. When your turn as IG starts, send the hellhound, the sentinel and the command squad to protect the eldar. It's important 'cause they will defend your base later, so, take care of them.
Now the important is to max out your req and pow income in the minutes you have til the green tide comes. Sell a Infantry Command if you need to(I did). Cap the four points, get the listening posts wroking at full output, and research energy level one. Everybody with GrenLaunchers, and the most useful, Ogryns with a Comissar and the upgraded bayonets, in your front line with your command squad, to stand against the orks (I use one comissar, two priests and a psyker). Build two heavy bolters in your base door(but don't block it :P), and upgrade to missile launchers those two which are nearer to the enemy(to maximize their range). Tactica Command upgrades are recommended as well, preferibly those who make your men live longer and shoot better, do not research any karskins'.
Then reposition your troops in your entrance's cover zone, attach comissars, and have command squad and ogryns in the front. You shall not have problems until the Looted Tanks come in. Select your sentinels and send them to take them out. They will surely fall, so select every guardsmen and karskin unit and fire at the tanks. Reinforce as fast as you can, and if you have 'nuff money, get some tanks out, but you will probably get out of cash with so many reinforcements and repairing(DON'T FORGET TO USE THE ENGINSEERS!!)
So, the Squiggy appears and the Baneblade too, send the guardmen to take the tanks and get the baneblade into cover(in your base's door), then shoot at the squiggy, while your command and ogryns fight the surrounding orks/squiggy itself.
So, when the squiggy dies, mission ends.
On normal the mission ends when you killed off the Squiggy as well as the looted tanks.So, the Squiggy appears and the Baneblade too, send the guardmen to take the tanks and get the baneblade into cover(in your base's door), then shoot at the squiggy, while your command and ogryns fight the surrounding orks/squiggy itself.
So, when the squiggy dies, mission ends.
During the first turn with the Eldar cap the points and build generators because you will need the resources for the IG's turn when you have to fight waves and waves of Orks.
I survived by building turrents--lots of turrents. Build turrents in front of the HQ because when your HQ is gone it's gone over. The major problem I had was with the looted tanks. The Ork tanks kept destroying some of my turrents. I had to send out the General and a few men to try and destroy the tanks. The General's air strike does help.
I was able to survived the 10 minutes and the Squiggy plus more Orks came. Luckily the Baneblade came.
This mission showed how nasty the Baneblade can be. The Baneblade waddle throug the Ork's attack and faced the Squiggy faced to face.
While the Baneblade was fighting the Squiggy and Orks, I had two tech priest repair the Baneblade on a continous basis.
How do I teleport the Bonesinger to the new locations? I can't seem to find any reference to teleportation in the guide nor a button (sure I can relocate, but there is nowhere to relocate until a new Webway Gate is built).
Same issue here, I get the Bonesinger where he needs to be, but he cannot build the webway gate in that location... at all. I am assuming he needs to build a new HQ, then build the webway gate and all. however, in the short time span before the orcs swarm you, I canoot see him getting everything built to facilitate a low conflict resolutionHow do I teleport the Bonesinger to the new locations? I can't seem to find any reference to teleportation in the guide nor a button (sure I can relocate, but there is nowhere to relocate until a new Webway Gate is built).
It would seme the betetr solution would be for you to build up that immediate area and reinforce it, then send a Bonesinger team to build the forward base while yourtroops attempt to deal with the swarm. Gonna try that once i get off work...
Use teleport on Bonesinger to the pinged locations and build a webway gate. This gives a control area for yout build in. Go back to webway assembly and use ability 'relocate' in the control area. I think you need to keep webway gates alive in both places to be successful.
For the eldar bit - I made sure to get lotsa guardians trained and grouped them up with my Farseer's SC. Waited for the Big Mek to make a patrol closer to my base (so that when he was fired upon I didnt have the whole orc mob on me. Once the Big Mek is dead the timer that counts down to a HUGE orc army making a pass by your base expires and you only have the Big Mek's base to deal with.
Quickly I sent Bonesingers to do the relocationny thingy. As soon as the assembly had teleported I sent all dudes into the WW gates and brought em out at the new base, to defend once they broke through the pipe. Even if you have the best speed-running skills for this, I dont think the cooldown for relocate expires before the orcs turn up. In this case I just kept making more guardians/reinforcing SC.
The same strategy was used when building base 2 - infantry defend then quickly make a webway jump to final base.
As to the IG bit, I got swamped by the orc rush :S. Might have been because I allocated too many to defending the eldar.
I'm finding that my REQ is always too damn low to do anything to survive, especially after the Looted Leman Russ tanks and the Squiggoth come after me. And my Sentinels, who seem to be the primary vehicle killer, keep getting squashed by the Looted Leman Russ shells like a rock through paper. Is there any way to get a huge amount of REQ to come in before I have the problems with their vehicles?
To get a good req amount you need to cap all 4 strat points in the guard base and try not to build a hefty amount of turrets/troop buildings
For vehicles, I found it best to use chimeras and load up guardsmen inside. That provided some heavy anti-slugga/shoota boy fire while ogryns dealt with the tanks.
When squiggy and the Baneblade turned up, I had all dudes except the BB on the orks/tanks, baneblade giving heavy fire, all guns blazin on the squig. I also moved the baneblade in cover of my heavy turrets on LPs once my numbers of guardsmen were dwindling. The turrets actually did a fair bit of damage.
I am having a peculiar problem with this mission. I have tried it a good 5 times now using different strategies to make the mission progress. What happens is everything goes as planned: I kill Big Mek, they start to swarm and I succesfully teleport to the next area. There, I get the timer for the relocation cooldown and it says to relocate to the farthest area when you are allowed. I manage to get to the last location as well with all my buildings but after I reach that location, it doesn't tell me what to do next.
I tried looking at the objectives but it just says to build a webway at the next location (farthest) which I did so I could teleport. I figure they may want me to explore or something so I go across the bridge first and find the Imp Guard, so I try both of the other sides and they each have three looted leman russ tanks. So negative on the exploring.
I then think maybe I need to keep one of the bases that gets overrun or something so I start teleporting bonesingers all over the place and building webway gates to teleport my guys. I manage to take back both the first and second base positions and I succesfully hold them until the computer decides to send those leman russ tanks after me. But all the while I still have the blinking beacon on the farthest base with the objective to build a webway gate there.
So, is this a bug? or am I just missing out on some crucial part of this mission? Any help would be greatly appreciated. For now I will just try to kill the tanks somehow and see if that helps. Keep in mind, I have not yet got to the Imp guard portion of this, I am still doing Eldar. Thanks.
When you relocate all your Eldar buildings the 2nd time, it should trigger the cutscene to the IG part. i found out that I have to leave Guardians and the COuncil to defend against the Orks during the relocation cooldown .
It's the IG part that is the tough part.
a little tip to remember is that two sentinels will kick the ass off any looted tanks if you pair em up.
This is how I finished mission 3 on insane, so it should work also for easier levels.
ELDAR: teleport your builder to the next spot so he's got time to recharge the teleport ability and get a second builder just in case. Tech a little bit, build the web portal as soon as they allow you to, max the council and kill the orc boss as late as you can afford, then phase buildings and webport your units quickly 'cose if you allow them to be surrounded by orcs you can kiss them bye. In the second point you should teleport the builder you've just webported to the third spot and build the web portal in there. Your main group will be harassed with jumping orks, but your seer council can get them with OKs, phase the buildings as soon as their timers reset and port your troops, you can do it before the orks break their way in and smile in their faces.
The Imperial guard is tricky, because you haven't really faced opposition in the previous missions and are not ready for this one. I only sent the karskin and vehicles to help the eldars as that's more than enough, and capped the lps, teched for inf and built sentinels and 3 basilisks. I placed two IG squads and a karskin one all with commissars and upgrades protecting the base under cover in the bottleneck between the turrets. The basilisks targetted the field in front of the squads, so when the orks charged they got shot once and again while they tried to stand up, and the orc ranged troops never got a chance to shoot. The orks never got close to the LPs, but their looted tanks screwed me. I couldn't kill them with the sentinels as they simply melted the sentinels before they could shot at the tanks, so I had to "lure" the tanks into my base retreating a bit with the infantry and then "assault" with the sentinels, but next spam there were 3 looted tanks. Anyway the IG under cover is really tough and they held their ground with little reinforcements. Suddendly there were 5 looted tanks so I simply retired the infantry to the bunkers and wait for the reinforcements who were about to arrive. I sprinted the new guards to the bunkers and got the baneblade against the squiggot while the basilisks (who had started the battle beneath a building as they don't need to have LOS) squattered the orks who tried to melee it. The baneblade barely the squiggot with so many looted tanks around (900hp) so I retreated it while charging with the infantry to prevent the tanks pursuing the baneblade, repaired it to a solid 5ks and got them once and for all.
That was the first real fun I got with WA, as the two previous missions were too easy. Now I think I could have tech'd for leman russes if I had done it fast enough and get the looted tanks with them so it would have been a piece of cake, or perhaps ogryns to melee the looted tanks between waves of orks.
Here's a thought. Does the REQ you start the mission with from the Eldar carry over to the IG? If so, then I might try and redo the mission. If not, well, I still need to figure out my low REQ problem...
I finally managed to do it. I guess I was too caught up trying to defend those two turrets, which made me lose my guys a lot, which kept my REQ too low. Though I still had problems with it later on...
I finally managed to win this mission on Hard difficulty. I think the key to the win is to destroy the Looted Leman Russ'es as fast as possible, using the Commander bombardment coupled with the Sentries, and techpriests repairing the vehicles and turrets.
I built 2 additional turrets right behind the 2 that were already there, and just constantly repairing. I did not need to build any additional troops, save 1 squad of Ogryns at the end.
Keep the Baneblade away from the Squigoth, and just range attack it. The swarm of Orks made no harm to the Bane, and it also keep the Squig at bay, and as such, it would not harm either the Bane or the HQ. It was just caught between the fire of the turrets and the Bane and then died.
Wait, why did everyone else get a baneblade but I didn't? The squiggoth ate my whole base, I just couldn't touch it.
Pyrian, the first time through, I was certain I hadn't been reinforced. However, the second time, I realized I just was so focused I didn't see them. They appear in the corner, ?south? of your base, from the outside. If you aren't careful, they'll just sit there doing jack squat. Instead of deepstriking or automatically head towards the entrance, they just join your forces with very little fanfare.
Won this on my first attempt. Key is as mentioned above. A little tip is to use the commander strike ability and then just send him straight into hand-to-hand with the Leman Russ. He'll do some damage and then die. And that's the good point, when he dies he spawns again pretty quickly WITH a fully charged strike again \o/. Strike, hand-to-hand, die, spawn, strike, hand-to-hand, ...etc.Originally Posted by VincentTH
i parked the baneblade in front of the headquarters and it just blasted everything in sight while i kept a tech priest fixing it and 2 basilisks blasting the area between the turrets and the buildings eventually the orks were destroyed.
one of the old men of wh40k...........................maybe too old
All this sounds great, I hope it works as i have tried 6 times to beat this mission. Never even got to the Imperial guard part as my bonesinger always says he can never teleport to the blinking area. Oh well just keep trying i guess.
If you notice.. the bonesinger will have a certain "range" that he can teleport to.. you might have to either walk him a little closer to the target area, then try... or just teleport him as close as possible to the target area, then walk him over.. either way.All this sounds great, I hope it works as i have tried 6 times to beat this mission. Never even got to the Imperial guard part as my bonesinger always says he can never teleport to the blinking area. Oh well just keep trying i guess.
I finally beat this mission my last try when I realized they just gave me the baneblade & reinforcements... I tried it 4 times before that & kept dying thinking "where in the hell are my reinforcements :!: :!: :!: "
The baneblade makes life easy. I had actually almost killed the squiggoth the time before this last one w/o the reinforcements & baneblade..
I have capped the eldar point and killed big mech, tekeported the boneseer to the next point (middle of map) but cannot build a gateway as i have no control area. What have i missed ? - help much appreciated
You Should Automatically Be Able To Build The Webway Next To The Critical Point, Just Move The Marker Around Till It Goes Green, If This Doesn't Work There Must Be A Game Problem, I've Had No Trouble And Completed With The Game Two Races So Far.
i need help cos the bonesinger cant teleport that far and loads of orks keep going after him and killing him
he can teleport to the other side of the first wall easily, if you still cant find it try taking a ranger squad in chameleon mode towards the right of the screen until you hit the wall, if you're quick enough the big mek wont detect you, then you can teleport your bonesinger.
when i played the ork leman russes just killed off my turrets and i ran out of resource points then by the time the baneblade alive i only have the commander who is on his fifth reincarnation and i don't think the baneblade does much good against the squig
send only your sents and hellhound with two kaskryn squads and a tech priest to protect the eldar and then get your cps capped and build 2 turrets behind your first pair then build lps on the points and put your guardsmen squads in to the closest lps and put someone in the left barracks, leaving your commander between the turrets with 2 priests. next move your remaining squads when prompted back to behind your turrets and build a basilisk or 2 and post em behind the mech centre and target the ground in front of your first turrets, next pray for luck. when your reinforcements arrive charge all your guardsmen into the compound as close to your command as possible and keep coaxing the baneblade into the centre in front of your command base to target the squiggoth, it'll auto shoot roaming orks too. thats just how i completed it so feel free to change anything you dont agree on. good luck. :tooth:
This was the first mission I had troubles with. Took me a couple tries to succeed.
In the end I chose to build up the eldar, capping the point and getting tons of guardians and 5 grav shuriken platforms. This force had no problems defeating every wave of Orks after the timer had expired.
I destroyed the ork base, only to discover they spawned regardless.
Thus, I killed the Big Mek and relocated. The grav platforms were sent to the ground above the new Eldar position, from where they could fire at the Stormboyz that landed below.
The maxed guardian and scout army wiped out Stormboyz without hesitation until I could relocate again.
Note: only the troops (and all of them) out of the webways continued after the change to IG.
As the IG, I sent everyone to help the already strong eldar (capping with a couple units before sending them as well), and teched directly to Lean Russ tanks, which later, supported by the Sentinels situated in a flanking position outside the complex, wiped out any Looted tank.
By the time the Squiggoth came I had 4 tanks. I used my general and troops to tie it in combat and shot at him with everything I had, including the BB when it arrived. It took a while, but it finally died.
I've tried this mission tons of times. But i just cant seem to get it. All the eldar part is easy and all, then i get to the IG part *bum bum bum*. I sent all my units to the eldar HQ, and fought off the orks. Another thing i did was send the hellhound directly to that pipe where the orks are; the hellhound will start shooting THROUGH the pipe and kill a lot of the orks. After they get through and the HQ relocated, i started having troubles. I repeatedly did the strafing run, but i still get overwhelmed. At about 2-4 minutes left until reinforcements arrive, i have nothing but the general. The orks seemed to be attracted to the general, and i used this to my advantage. I've gotten to the point where the squiggith arrives, and i have the baneblade. But i keep dying from the squiggith blowing up my HQ... i have gotten to a point where my baneblade and the squiggith were at red health, but my BB died and the squiggith just went on bashing my HQ. Any suggestions on what im doing wrong?
not supporting the bb by the sounds of it, get your reinforcment guard squads into the centre in front of your hq as fast as possible, they take a little heat off of your bb from the ork masses so it can concentrate it's main gun on the squiggoth, remember that the bb isn't actually that good against the monster alone so you need to use other squads to target it also.
Ok thanks, i actually beat the mission after i posted that reply lol. I survived the whole 10 minutes (on normal) without losing any squad but one (guardsmen...pfff). I was surprised at how good i did for being a beginner. I found out another thing that if you hide your basilisks behind the mech. command, it'll draw attention to the squiggith, and the squiggith will start attacking that specific mechanized command instead of the HQ or anything else.
I keep on getting mission failed. I can get to the point where the BB turns up with some units left, but then it just goes and says mission failed after a few seconds of squiggoth bashing. Its never managed to destroy any building in my base, other than turrets. Help please.
maybe the eldar webway is being destroyed, you need to try and protect that too
I don't know if it was a glitch, but the squiggy looked like it was attacking the elder base (or maybe it was the elder queen next to it) but wasn't doing any damage. So I concentrated all fire on it while it was attacking and finally killed it.
I managed to do it by playing really badly and getting completely swamped and then just hiding in my buildings till the BB came. If u get the BB infront of ur HQ and have 3 garrisons in it, it can take the squig quite easily (mins was still green health)
I have redone this mission and found that palcing turrets near the HQ rather than the choke point is better. Also running into your buildings helps a lot. keep a tech priest outside it with troops inside and it does really well. Also chimera but buildings are better.
Last edited by retroholyfire; 23rd Nov 05 at 10:39 AM.
Originally Posted by Shuma
I'm here 'cos I was getting mobbed at the front gate!
The left side of the base wasn't too hard to deal with...I setup a HB turret, a Guard squad and a Servitor...cleaned clocks and actually held off attacks 'til the front-gate mob tore up the HQ.
What's really interesting is that the Servitor went H2H numerous times, taking very little damage, and stemming the tide. Seems the IG Servies are meaner than their SM counterparts.
Gonna look into the Leman Russ strategy....I've only made 3 attempts right now, failing less each time. I really liked this level...a real chance to see what a WAAAGH! looks like (outside of MP ause ).
IG builders are not servitors. They are tech priests and are indeed much better than SM ones. They repair faster and do decent ranged damage.
I guess I just need to learn the tech trees and keyboard shortcuts, and do a better job of planning, because I always make it to Squiggy, but I never seem to have any requisition left to build anything that can stand against him. It would probably also help if I'd noticed the reinforcements before... LOL
Thanks Retro...I do 40k TT, but don't spend time with IG.
I managed to get past that level by the skin of my teeth, and here's how (maybe this'll help...for slow peeps like me ).
OK, sent the two Guard units to cap res, built another TECHPRIEST . Sent remaining troops base-side of Eldar, and left the Hellhound & Sentintels to watch the front entrance. Once the rez were capped, I left one Guard unit at the left side of the base (where the Stormboyz show up), and built another HB turret on that side. All res nodes were built to level 1 only.
Researched all Guard upgrades (fire 'n forget), built a Basilisk, and researched Ogryns at two bunkers. All this time, I kept an eye for the Eldar withdrawl. Once this occurred, I withdrew the outside troops around the Hellhound/Sentinels, and waited for the tide.
The Sentinels do a good job on the first Leman Russ, but melt as stated in previous posts on the next one (maybe heavier armor? Who knows...it's an Ork thing). At that point, I upgraded both front turrets to Missile, and built two HB turrets right behind 'm. Used the Commander Air Strike, and kept a servitor handy to patch up the Sentinels/Hellhound/Turrets. That Hellhound was probably the reason I survived 'til the 5 Leman Russes/Squiggoth survived...it's murderon Ork morale .
From that point onward, it was Ogryn as meatshields, Commander Air Strike, Baneblade & Basilisk focused on the Squiggoth, maintain turrets/Basilisk with a TechPriest. It seems once the Squiggoth is down, the Leman Russes focus on the Baneblade (a blessed relief), so you can put a few Guard units in the bunkers, maintain the turrets and have a field day.
It was damned close...I was shocked when the map ended...but I was sorta holding my own, and the HQ stood. I'll also mention I had TONS of energy, but virtually no resources. Would be nice if there was a way to convert energy to res...but anyway.
Thanks for the info folks.
Had the same problem. I resolved it by NOT capturing the capture point at the first jump.Originally Posted by rogerrogerroger
Sorry for reviving an old thread, but I thought this mission was terribly difficult at first, though after a few tries I figured out it isnt as hard as it looks.
Ill bypass the Eldar part since its pretty easy and go for the IG part.
When you first start to defend the Eldar, IMMEDIATELY retreat your two Guardsmen squads and your vehicles back to the base, start upgrading all squads to grenade launchers and leave the two Kasrkin squads to defend the Eldar and start capturing the four strategic points with your Guardsmen squads. Use one squad for each side and capture at the same time, upgrade your Field Command to the next level and start researching Ogryns.
While youre capturing points have your Enginseer start building a generator then at the same time build a second Enginseer. When all points are captured put your two Guardsmen squads in the cover area between the two turrets, and watch the timer so when the Eldar base moves back you can retreat your Kasrkin squads behind your Guardsmen squads, and park the Hellhound in front of them. This is your line of defense for pretty much the whole battle, keep an eye on it. When the Stormboyz attack from the left, your LPs that youre going to build should take care of them, just hold the front line.
Once the generator and second Enginseer are built, start putting Listening Posts on your captured strategic points, do the first upgrade on all of the LPs and do the upgrade that gives you more requisition. When the LPs are finished have your two Enginseers build a second Mechanized Command.
When the Mech Command is finished, research Basilisks and build two of them, park them way in the back and start building Ogryn squads. Take your first Ogryn squad and reinforce it, your Ogryns will be your primary defense so take the first squad and put it out front and keep the other squads in reserve.
Hold the front line with your Kasrkins and Guardsmen, keeping an Ogryn squad out front, fire into the choke point with your Basilisks and use your Command Squad to do air strikes when things get thick. Also remember your Basilisks have Earth Shaker rounds in this battle. If a squad loses too many men retreat it for reinforcements. Use your Sentinels to attack the first vehicles that come out, the Sentinels will eventually die but dont try to replace them, use your Ogryns and Basilisks to attack the Ork vehicles. Keep reinforcing your Ogryns, you can also use your Enginseers to place a mine field in between waves if you feel like it. This should hold you long enough until the Squiggoth comes, concentrate all fire on it and when your reinforcements come move them up to attack the Squiggoth and it should die before it even gets into your base.
may i know which direction will the baneblade appear cause i can't seem to find it?
Look at the mini map, when it appears you will see a large green blip at the bottom left edge, click there to find the BB.
Took me a few tries on Insane, but I finally managed to pull it off... Mostly due to a glitch, apparently. Someone else try this and see if it works for you, since it works everytime for me.
Once you get to the IG section, cap off all your req and upgrade all four of them once, and build a second field base to up your req way past 100 and upgrade one of your bases so you can make Karskin. Pump out three tech priests and set up some generators, then move all three priests down to the area where the Baneblade will appear.
Just mass produce Karskins with your superior req and have them surround your HQ. When the stormboyz show up, march them down to slaughter them, then back to HQ again. You WILL lose the two turrets at the front of your base. When the Russ show up, they should simply stop and not attack your base. Yes, that's right, every single game I've played the Russ just stop once they have thuroughly blown up your doorstep.
Karskin should annihilate any orc opposition, and when the Baneblade shows up, wheel it right next to the bridge and start shooting the Squiggoth before it does too much damage to your forces (It will be running rampant and mauling you). Once the Squiggoth is entertained by your Baneblade, stick all three Techpriests on the Baneblade at an angle where they are NOT getting blown up by the Russes.
At this point you can do two things. 1) Swarm your Karskin out and maul the Russes and Orcs, since so much of their firepower will be set on your Baneblade. 2) Focus Karskin on the Squiggoth just to speed things up; however, your Baneblade might be taking more damage than you can repair. Judge for yourself.
The most important thing is keeping the Techpriests safe.
I'm new to Warhammer..........I'm playing Winter Assault and have managed to scramble through missions 1 & 2 but Mission 3 is difficult.I've read the forums for some guidance but don't understand how I build additional generators,and what does 'capping' mean?The manual that comes with the DVD does not give a lot of help in my opinion.Is there a more comprehensive write-up available anywhere?
Capping means taking strategic points basicly.and what does 'capping' mean?
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