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[WA] Order - Mission 4

  1. #51
    babarian34
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    Muahaha, I just mastered the mission on insane with the IG, leaving the eldar to their fate (dying)

    So, what would have happened if I had failed with the IG and won this mission with the eldar?
    Any story changes or something? (hard to belive though)

  2. #52
    @ barbarian 34.

    yup

  3. #53
    enfant
    Guest
    i tried to set up a couple of basilisks and place my baneblade at the main path where the spawned enemies would cross, managed to own the game for like 10 minutes (and enjoy killing hundreds of infantry) before looted leman russes came outta nowhere and blew my artillery to hell. the whole posse stormed my ogryn squads and after a minute or two, horrors killed the landraider i was having so much fun. if only IG were allowed to build.

    switched over to the eldar just before my ogryns fell and managed to produce 5 prisms LOL, totalled the ork and chaos bases before placing turrents and infantry along the spawn location. i really enjoyed killing the wave after wave of enemies with my prisms and reapers, can't get the avatar though :/ stupid build restriction

  4. #54
    Member IcyPenguin's Avatar
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    Aug 2005
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    Canada - BC :D
    To barbarian=

    The story doesnt change much actually.

    *SPOILER AHEAD*

    If the Eldar win, Its basically the same. Taldeer just narrates how the "music" inside the shield is cacophonous and how the day has been a victory for her.

  5. #55
    Ouch! Stop calling me Peter! Peter's Avatar
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    Feb 2006
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    Hungary
    I always get an error at this mission. It says some kind of unhandled execption, or something. What should i do?
    Edit: I fixed it somehow, but not sure how
    Last edited by Peter; 17th May 06 at 6:11 AM.

  6. #56
    HorusHeresy
    Guest
    I never had to do anything. My Land Raider fought it's way though everything and made it there in it's own.

  7. #57
    Lions & Tigers & Bears am I! FerociousBeast's Avatar
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    United States
    On HARD setting. The eldar side of this mission is easy easy easy. Here is what you do:

    - research shroud first, before anything else is done (don't attack, don't move your base)
    - turn the shroud on. Your buildings are now invisible.
    - keep to the path your objectives lay out for you
    - keep your soldiers in the webway until they're needed
    - teleport your bonesingers around the map, laying down webway portals whenever possible and immediately making them invisible
    - cap SPs, but DO NOT upgrade them. Leave them without guns.

    If you do these things, you can win this mission quickly and without much fighting at all. None of your enemies' forces have detector units, so they won't find your invisible buildings as long as none of your listening posts shoot at them (and even if they do, all they'll do is kill the LPs while leaving the rest of your buildings). You just need to run your bonesingers around the map, finding strategic places to lay down the portals, complete your objectives, AND WIN!

    I love all the Eldar parts of the order campaign in this game, but by far this one is my favorite. It's the epitome of the Eldar - sneaky, mean and when necessary unstoppably powerful.


    Edit: just used this strat on INSANE. It works just as well.
    Last edited by FerociousBeast; 1st Jun 06 at 7:06 AM.
    Warning: Chronic Post Editor

  8. #58
    A. Val'Navat
    Guest
    It's the epitome of the Eldar - sneaky, mean and when necessary unstoppably powerful.
    Truly.

    I was unlucky enough to have that Land Raider pass through my mobilizing base. It created too much trouble, even provoking the Orks to attack me. Darn that.

    But I made it safe and sound anyway. (Note: when I didn't destroy the thermogens, the bonesinger I tellyported into the shield got killed. There must be an explanation for that...)

  9. #59
    omo
    Guest
    the easiest way to destroy the chaos base is by telling the landraider to go there. do not try this on hard or insane

  10. #60
    Slashco
    Guest
    I can't seem to win this mission with Eldar. I can relocate the base to the second point, but there are just too many enemies in the way to make any progress from there. I need to throw my entire army in the fray just to be able to advance, and then a wave of Orks attacks and destroys my base. Maybe I just suck at using Eldar?

    edit: I'll try the stealthy way outlined above, though I'd prefer fighting.

  11. #61
    Member Visitor13's Avatar
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    Feb 2006
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    Poland - quite a nice place, actually.
    As IG on normal the only challenging thing about this mission is making sure the Land Raider reaches the barred gates to the south-east of your starting position. Just blast everything out of its way and have two or three Techpriests repairing it at all times. When it enters the IG base, neutral reeeinforcements will start appearing all over the place and the mission seems dead easy from then on. Just keep the rear of the LR covered. Don't bother capturing any buildings, use the free reeinforcements from the Valkyrie instead. Things can get a little tight right at the end, with Defilers and all, but nothing you should have major problems with.

    Haven't really bothered playing with the Eldar yet.

  12. #62
    FarseerFreako
    Guest
    wait wait wait



    this mission is not difficult at all. its just TEDIOUS.

    all that needs to be done.. is to get 2 squads of Karskins, 2 Leman Russ Tanks and 1 Guardsmen squad.

    Now carefully hold off the Chaos/Ork assault at the front of the IG base (where you destroyed the first Chaos base ), and lead the convoy out through the backway. there's a shortcut behind Mechanized Command.

    Important note: Keep the 2 tanks and the 1 Karskin sqd shielding the rear of the convoy. Hordes, and i mean HORDES of Chaos and Orks are gonna be charging up your @ss but these 2 units WILL be able to hold em off. Just nade em whenever you see a bunch yea? =) Oh and keep the other Karskin Squad and General Sturn up at the front where he can lead the LR. Horrors will be teleported just beside the LR everytime you come under Chaos attack but the SMs, Chaplain Varnus, and your Karskins will end the fight in short order.


    As you go up the road, you get help (yay). IG Guardsmen squads with a Hellhound, and a Basilisk.

    This takes some burden off your rear guard. Now just leading em on toward the marker at the Psychic Gate.

    When you get there, you will be given the new objective of defending the convoy through its final passage into the Gate ( which takes about, what, 10 seconds? ) and that the whole bloody Ork army is headed for you. The mission should be done just as the first of their Killa Kans reach you.


    No Sweat :baloons:

  13. #63
    Squig_King
    Guest
    I found a super easy way to beat this mission as eldar. What you do is when you start as imperials just delete all your units in the starting area to ensure the land raider will die, then switch to eldar and start teching for fire prisms. Don't bother trying to move your base. Build rangers, 3 fire prisms, 4 falcons and all 4 bonesingers. Load the bonesingers into the falcons. Go scout the gate with the rangers and you will get an objective to kill the generators. Send your rangers to sit near the generators and then order your fire prisms to kill the imperial walkers guarding them. They go down fast. With the walkers out of the way your remaining fire prisms should have no trouble taking out the generators. I still had 2 fire prisms alive at this point. Once the generators are out of the way there will be a cutscene showing the forcefield around the gate going away. Now just order your falcons to drop off your bonesingers at the gate. At least 1 or 2 falcons should make it. Once they get there just build a webway on the red flashy area and teleport your base over. Game over, schooled, IG pwned.

  14. #64
    Smig
    Guest

    Relatively easy really .....

    Once you have figured it out. The concept of DOW thus far has all been about capturing and building things. Also, the route the LR wants to take is a red herring.

    Don't capture anything, go straight through the IG base and stick to the left hadn side of the map. Lead the way with the General. I lost 2 IG squads and a Rhino on the way, thats it. The SM's can handle the rearguard with the (probably unnecessary) help of a sentinel. Once at the top of the map hang a right, run to the gate, (I captured the relic but not sure if its necessary), plonk the General in front of the gate, it opens, run through, call LR - game over.

    Now that I have shown how easy it is, I must confess that I got my butt handed to me on a platter about a dozen times taking the IG base and trying to go south. It is easy when you know how but not instinctive and very painful finding out

  15. #65
    HorusHeresy
    Guest
    I found this easy enough. I just went and killed stuff. the Land raider managed to make it through without any of my help. try my strategy. Ignore everything and kill.

  16. #66
    Member Carl's Avatar
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    Yeah, on normal if you don't delibritly get the LR killed then Eldar are impossible as it takes too long to win with them. The LR WILL look after itself, especcily if you delete all your starting forces (do that and you end up with 3 or 4 dread and termies dropping in).

  17. #67
    Member Gremlin Shoota's Avatar
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    Waaagh!!! (St.Catharines, Ontario)

    Imperial Guard

    Ok as you know theres no base and no outpost but there actully are. The 'Wall' has a broken sector so then you take your General (Command Squad) To then you get a forward base (Take note if Sturn dosent say "Ill take command from here" or something like that then you didn't actully capture it but its best if you take ONLY the command squad there and bring all G-Squads to the land raidor and sentinals
    glad to help
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the former." - Albert Einstein

  18. #68
    Member Proteus's Avatar
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    Dallas, Texas

    Imperial Guard

    This mission seems like a good place for some kind of easter egg, or a collaborative method (IG/SM + Eldar). The mission does not force you to pick a side and stick with it. You have the option to switch any time. Like others here, I tried switching sides throughout, looking for a way the two races might compliment each other. This led quickly to disaster, but perhaps there's some way to pull it off. For now I'll pick a side.

    Update: Using both sides simultaneously

    I tried this method again on normal difficulty. Admittedly, I focused the brunt of my efforts on IG. They needed more attention because of Ork and Chaos attacks on their base. It didn't work out. Every time I switched to Eldar, the Ultramarines took it as a cue to resume on their own way.

    I tried to get some things accomplished with the Eldar by blocking the Ultramines into the walled-in base with generators. After a while it seemed silly to do this. The mission was obviously not designed to be played in this manner. My Imperial units were consistently swarmed by Ork and Chaos incursions. Unable to give enough attention to the Eldar, they soon fell.

    Which way now? Follow the highest rank

    As others have pointed out, following the Ultramarines is not the easiest way to reach the psychic gate. Other methods on this thread work faster. However....

    THIS AIN'T HIDE AND SEEK, PRIVATE! WHAT WOULD GENERAL STURNN DO? LOOK THAT ENEMY IN THE EYE!

    The Ultramarines don't want to take the easy way, and honestly, neither do I. If you want some completely insane carnage, take the path most travelled. But before you let the Ultramarines have thier way, lead them into the base and settle in for a while. This will be a long fight, and you will need a base of operations to get started.

    Hold the fort and tech up

    Here's one benefit to digging into the fortified base and upgrading the turret for a while: the swarms are easy to manage (the marines will send drop pods if they start taking casualties), and there's a slag deposit near by (although you have to keep it guarded, I used a couple of hellhounds, and the AI IG near by assisted).

    More importantly, it gives you time to tech your infantry up and grab a basilisk. (This will still be around doing you favors long after your chimeras and hellhounds are gone.)

    Move out

    When I was ready to leave, I let the Ultramarines navigate, and I simply laid down cover fire and kept builders on their land raider (it only took about 1/4 damage the whole trip).

    I was able to follow the mission's directives by sending a small IG convoy (IG squad, command squad and enginseer to keep chimera and hellhound working) to capture the points while my Ultramarine escort (2 majorly teched up IG squads, 2 enginseers w/basilisk hanging back) assisted the Ultramarines.

    My convoy of point capturers encountered some resistance, including Ork dreads, but the Ultramarines were the ones getting swarmed. The convoy went along a different route to avoid the crowds. I always had the gates open by the time my escorts arrived with the Ultramarines.

    The Ultramarines seemed to linger for a while before going through the psychic gate at the end, even after I tried leading them through with my commander. Not sure why. After a while I decided to cap the relic near by, and soon after they went ahead. This may have been a coincidence. Be ready for one last battle at the end, when every piece of vile scum catches up to you. You'll be glad you camped out at that fortress base for a while and teched up.
    Last edited by Proteus; 9th Sep 06 at 1:48 AM. Reason: Edited for clarity

  19. #69
    anonymousMarine
    Guest
    You dont have the let the convoy lead you around silly boy

    theres a hole behind your base; just drive the convoy using Sturn though it with some escorts (you can take control of another Mech Command there), and you're home free to the Psychic Gate

  20. #70
    RedEverLiving
    Guest
    That mission is crazy,

    I'm not sure to undertand what to do with IG guard.

    If I win with IG or with eldar, does it change the mission 5?


    Is it possible to go on the south side to do the mission ?

  21. #71
    anonymousMarine
    Guest
    south side?

    and yes if u complete it as Eldar the final mission will be different; as Eldar you'll have to entomb the Titan guns to use them against the Necrons

  22. #72
    RedEverLiving
    Guest
    By south side, I mean, going throught the chaos base at the south.

    ...

    I tried it 6 times on hard setting and cannot do it hehe.

    Now I'm thinking about trying it at normal.


    I already tried to go by north way, but I cannot find how to reach the location on the south where you have to go to free titan crew.

    It's like impossible to go the south-east gate even on normal mode,

    so what the hell do I have to do to finish this mission I'm tired of playing it again and again !!!!!!!!!!!


    I managed now to open the outer gate, but the median gates do not seem to work and at that point there is so many ennemy coming... wow this is so hard.
    Last edited by RedEverLiving; 9th Sep 06 at 1:56 PM.

  23. #73
    Member Carl's Avatar
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    The Crossroads of Inertia
    Just get the Land Raider to the Psychic gate near the end then get them through it. Thats it. The Titan Crew are allready IN the Land Raider.

  24. #74
    RedEverLiving
    Guest
    well, I finally won it by going to the way going trough the IG base. not too hard finally.

    But if I destroy the chaos base at south and go by the gates, I'm always overwhelmed.

  25. #75
    Kelvins
    Guest
    I finally beat it too, that was tough

  26. #76
    No-iX
    Guest
    Well I found this level pretty simple, after checking the map out. The first time i played i had trouble and the land raider and my forces were completely seperated, like the landarider was halfway to the gate, while my forces were still back at my base (cause i wasnt too knowledgble about IG back then) and i got a BoneSinger to heal up the LandRaider. Anyway, theres an easy way to do it, just continue to use call convoy, where your main base is and the LandRaider wont go anywhere, just tech up and defend your base with sentinals and basilisks. Once you've got your army (kasrkins, ogryns and leman russes) go up the left side of the map, don't go through that gate. Dont go the way the Land Raider wants to go. Just stick to the left 'wall' of the map and you'll end up at the crit location and Mars Pattern Command, while meeting Infantry commands and Mech commands you can take over with Command Squad, remember keep calling squad, and always have repair guys following you. The space marines force is unlimited until LandRaider dies, so don't worry too much if their dieing. I left 3 leman russes back at base, confident that my infantry and other 3 leman russes could defend the progress of the land raider. I made every single commander in the game and only attached priests to my kasrkins, the rest stayed at base and defended, they kept sending a stream of PSM's and Nobz down this slither, just in the sight of my Thermo Plasma Generator, AI is scripted to target the Land Raider unless other things attack it, and my Leman Russes lay their hands off, the enemy did attack my base with their vehicles though, but Curse of the Macine Spirit and my Leman Russes staved them off. I got the BaneBlade, then Call Convoy through gate. Unfortunetely one of my Kasrkins squads walked into the pyschic gate when it wasnt open, and they all died... but it didnt matter. The Left side Route is the best route by far, as the chaos and orks have to run for miles to get to you, and youve got little allies who help with their baslisks etc.

    For Eldar just spam FP's, then go attack those Imperials and stave em off with WS and FP's. On the Second Relocation, you've got a nice big area. Attacks from 100/200+ Chaos and Orks, which was quickly staved off with Fire Prisms (go Fire Prisms, they knocked those PSM's/Nobz on their asses : D) and Guardsmand to the north, who are negligble (i just built a few turrets there and just repaired them when they got low). Then they sent some looteds and Preds but Haywire grenades worked well against them, and Fire Prisms blow em up, double yay. The rest is easy, once you got Fire Prisms just walk up to their bases and blow em up, the only good my WS's were for protecting FP's back and Haywire grenades, the FP's did the rest.

    As for the Land Raider, you guys are much to worried that it will like miraculously make it to the physcic gate taking its SCRIPTED route ( 1 big massive S through the enemy bases) WITHOUT any support except a few tacs (at the beginning) and late dreds. Just dont do anything, the LandRaider Chaplain will get angry and say, we wasting too much time, lets move forward. Relic made it easier by making the LandRaider move slower when your not IG, so when your Chaos its Slower, when your Orks its slower and when your Eldar its slower, not that it matters. It was rushed by PSM's in seconds, and then died as it waited for first gate to be opened.

    Only thing that people have problems with for Eldar, is that they follow objectives, and they Relocate to that first section as fast as they can, your lttle base down at that bottom corner never gets attacked. If you do Relocate you get swarmed by billions of nobz and PSM's and Obliterators. Just tech to FP's then blow em up.

  27. #77
    Jandau
    Guest
    While waiting for DC I've decided to finish the Order campaign. Decided to do the Eldar first. The wierd thing is, IG won in the end.

    I played the Eldar from the start of the mission, slowly building up and keeping on eye on the land raider to see it die. The funny thing is, it never did.

    The LR went through a route almost totally enemy-free and populated with guardsmen. I suddenly realised that it was practically at the Gate. I switched sides.

    I stuffed my troops in the Chims and went after the LR. First suprise was that I could not use the same path the LR did. It was blocked. I just rushed through the chaos bases. I got a bit worried when the Marines around the gate came under attack, but by this time the LR was guarded by the Chaplain, several Termies and 4-5 Dreads, also supported by the allied IG turrets. They took down wave after wave of Chaos and Orks.

    After capping the Crit Loc, the gate opened, and I rushed the CS inside, using the Call option to slowly maneuver the LR through the escorts (it kept getting stuck, but the escorts move around from time to time). I managed to get it close so the Horrors spawn and be summarily wiped by the Dreads and my CS.

    Easiest win ever...

  28. #78
    foop
    Guest
    This frustrated me at first. Then I stopped trying to be clever.

    On normal at least, I found that I just had to follow the land raider. When units die, replace them - you get them for free, after all. Tell the enginseers to repair the land raider, and they'll follow it as long as it's damaged. Just move all the other units up behind the land raider, replacing them if they get lost. You might want to use sentinels at first to take out the turrets at the start, but that's the only cleverness involved.

    Eventually, the land raider will reach the barrier. You'll probably have lost a lot of units by now, but why care? They're free. Open the barrier. Finish the mission.

    Not my favourite mission. I hate missions with lazy design where the game just cheats and swamps you with spawned units.

  29. #79
    raptor02_2001
    Guest
    it is found thread, i look for that thread ,,,beccasue it is painful mission for that

    i have to find follow your past post

    i will try this mission .........( i already buy two game is Golden Edition and Dark of Cruade )........i hate final jouary ..............

  30. #80
    marneus
    Guest

    Darn Titan crew

    Does anyone know what triggers the death of the Titan crew? I suppose it is the killing of the LR?

    I was doing well in my 3rd try, but then forgot to call the convoy and they were so far off, they couldn't receive the signal! Doh!

  31. #81
    Member HiveMind's Avatar
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    Jan 2006
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    Sydney, NSW, Australia
    Eldar are simple.

    Research shroud and get all 4 bonesingers. Then teleport one as far as you can to a location that looks like there are no enemies nearby. If there are enemies, let your bonesinger die and find anotyher location. If there aren't, make a webway gate and shroud it, then delete the bonesinger. Either way, make another bonesinger afterwards. Then repeat, moving bonesingers out of the webway and finding spots to teleport to, then making webway gates, and you can easily get to the psychic gate. If you run out of teleports before you get there, delete some bonesingers and make more. Interesting fact #1: You can teleport past the Gate. Make a webway, then relocate your assembly there. You don't win, but your HQ is safe, and it's funny to see that you can't relocate past the gate when your HQ is already safely on the other side. Then just make some fire dragons and a webway gate near the thermo plasma generators and destroy them for the win. The only combats are when you teleport to a with enemies nearby and at the end when you destroy the thermo plasma generators. You should win within 10 minutes.
    Note that I did this on normal. It may not work on higher difficulty settings.

  32. #82
    Rhezuss
    Guest
    Wow lots of advices in here . Been struggling with this mission last couple of days.

    I'll try the left side map route and upgrade the base (which I didn't do on my last attempts). Never upgraded for kasrkins, ogryns and leman russes but now i'll try it.

    This mission is a pain but fun anyways.

    EDIT: Restarted the mission at home on my lunch time and tried the north road. Teched up and got some Hellhounds and Leman Russes, Kasrkins and went really well. I'm now at the second Mechanized Command so tonight i'll probably get this done. Great advices in here!
    Last edited by Rhezuss; 19th Feb 07 at 11:44 AM.

  33. #83
    capt tripps
    Guest
    I haven't been playing very long. My only experience with the races is what I've gotten from the campaigns. I've played through the campaign in DoW, and both DoW:WA campaigns up to mission 4 (I did finish eldar 5 which went shockingly quick). After several tries, I finished this mission with the eldar using a compination of Warp Spiders and Fire Dragons. It was a lot of fun, but

    I've been having a bit of a problem finishing this mission with the Imperial Guard. Even after taking out most of the chaos base at the bottom, disorder seemed to get this incredible second wind that was just too much (I lost the titan crew).

    I ended up taking the above advice and going straight up through the first base and it worked very nicely. A lot nicer than trying to take out the bases at the bottom.

    Thank you.

    Now on to IG5 and Disorder 4 & 5. I've told myself that I'm not going to play Dark Crusade until I finish all the DoW and DoW:WA campaigns.

  34. #84
    NonoDamage
    Guest
    Hello there. I've got a question about this mission. Once I got a secondary objective which is very interesting, because it puts the escouad cap to 16, instead of 10. But I never managed to get it once more. I had to take command of a bunker near the command base. But I don't know how to activate this secondary objective. Could you help me ?

    Hope that this will be enough to help me finish this painfull mission.

    edit : OK. Finally I used the "Call Convoy" order just once : at the end. The best way is to let the convoy follow its own way. It reveals lots of Impérial troups controled by IA, and it's very helpful.

    At first, I cleaned the first mini base, (don't forget to call a third sentinel with the Valkyrie), and let a technogure upgrade the LP.

    Next, I let the convoy go, following it with all my troups, except the technogure.

    When the convoy go through the first door, i sent my hero, a guard squad, and a sentinel to the base, captured it, and defended it from the first chaos troups. I created five energy generator next the first LP, tech to level 1, and send commissars and new sentinels to convoy. I add a leader and weapons to my squads.

    As soon as possible, my heroes rejoin the convoy, however the command base is attacked by a big numbers of ennemies, and could be destroyed.

    Once the convoy next to the last door, I captured the LP, the Baneblade building, and finally the strategic point which allows access to the end. Prepared from a hard assault, I call the convoy through the door, and ... the end ! What ? Nothing to defend ? Too easy !! (and too bad for my baneblade )
    Last edited by NonoDamage; 24th Jun 07 at 7:57 AM.

  35. #85
    rarevans
    Guest
    There are a number of IG infantry command structures and vehicle buildings. For the level designers, is actually possible to capture all these. Every attempt I have made was thwarted by CM already within the walls. I only managed to hold all three Inf. cmd for a minute or so.

  36. #86
    Solo4114
    Guest
    After 3 tries on Normal, I finally beat this one with IG using the "Take the lefthand route" approach. Piece of cake, really, and rather disappointing.

    Initially I tried going through the gates and letting the Land Raider mostly follow its own path. BAD idea. The Land Raider guys probably follow that path because it takes forever and probably because it's coded to do that for the Eldar mission (so they have time to actually beat the map).

    My second try I figured out how to use the "Call LR" button and kept the LR in the little mini base you capture at the start of the mission. I teched up, built up to Kasrkins and Leman Russes, then tried to take out the chaos base. I could do that, but the Orks took me out after that.

    Third time I just ran up the lefthand side. The friendly forces act as meat shields for you and you have time to tech up at the smaller base if you leave a small rear-guard. The end of the mission was pretty lackluster. No big fight, no final showdown, nothing.


    Personally, at least from the IG side, I think this is a crap mission. The design of it is just flat-out bad. There's precious little instruction on what to do, and it seems like the mission is DESIGNED to be frustrating by leading you along the wrong paths. When you finally do figure out the "trick" of the map, it's easy as pie, which, again, smacks of lazy design. Hopefully Mission 5I is better. I'll try this one as Eldar tonight, but I'm not expecting much of a better mission.

    Honestly, this mission sucked for ALL sides, due to bugginess and crappy mission design. Not Relic's best work at all.

  37. #87
    Blackwatch
    Guest
    If you're having difficutlies with this mission as IG, do the following:

    1) Switch to Eldar
    2) Wait for the Land Raider to make it's way to the gate

    Yes, that's all! When playing as Eldar, the AI will send much weaker forces against the Land Raider than if you were playing as IG. You can even try to help the convoy with your Eldar forces (you remain as their ally as long as you do not set your foot in the forward base you were ment to relocate to).

    The only problem might be capturing the Critical Location in the northern part of the map to unlock the shield (you'll have to avoid Chaos/Orks forces that were ment to stop you on your way to the gate when taking the western routes). You can probably try to tech up with the Eldar then transport them via Webway/Falcons to wipe out remaining opposition, then switch back to Guard and take the point.

  38. #88
    The IG path was rather easy, I thought, as long as you lead the Space marines alongside the western edge of the map.

    With the Eldar, what I did in the end was skipping the middle of the map and just teleporting the webwaygate to the north, close to the four thermo plasma generators. I kept a decent force between the gate webway assembly and the incoming horde of orks and chaos.

    Then it's just a simple matter of teleporting a bonesinger directly behind the gate and then doing the same with the webway assembly after I'd built a webway gate.

    But it's definitely a tougher way, for me at any rate. With the IG I could slowly pull more troops northward and my base in the south never really came under a significant threat.

  39. #89
    Member SeventhStorm's Avatar
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    Location
    Krumpin fings wiv ma boyz
    With the IG, i got all of the free troops from the valk, and used the chims/sentinels to destroy the nearby chaos base. My general got a priest and a comissar to add melee power and defended the base. I lead the convoy up through the left side, using chimera spams to guard the convoy's rear. Minefields and a squad of GM's defended the base, but they died when a predator showed up. I moved the convoy to the shield, captured the building and let it through. It was relatively easy for me, as the general's melee capabilities let him tie up any chaos marines that came by, and the chimeras were helpful in dying slowly enough to hold back enemy forces.

    Haven't done the eldar yet, but they seem like they will be a lot harder...
    Life gives you a present...

    And then kicks you in the balls >_>

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