What weapons do you upgrade with your Karskins?
All plasma, max damage
A mix of plasma and gerandes, best of both worlds
All gernades, I like max disruption
No Upgrades, I make the most out of execute.
What weapons do you upgrade with your Karskins?
All i've ever seen on karskin is plasma so thats what i'm assuming is the best.
oh and good game today mate.
all i use is plasma because most of the enemies that they face are heavy infantry. even with disuption, most of the tier three spammables can easily shrug off the damage.
Also, when a group is knocked down, the kassys stop shooting at them and switch to another group. so that furher distributes fire amoungst the enemy, making focused fire hard to implement without intense micro.
plus, people tend to scream IMBA when they see IG with gernade launchers
yup, that's my case. I'd be very interested to hear what other IG players have to say for my own enrichment and insight
No point in greande launchers, when tier 3 is all about heavy infantry. Damage is what matters. Max out plasma and LR backup is a solid force that stands like a brick wall.
I grab one grenade for disruption, and the rest plasma.
one nade squad, three plasma squads, two orgryn squads, command squad. priests in the ogryn squads and one kas, commies in the other kas's, all priests in the command squad, ogryns and command squad up front, kas's in back, lemans behind that.
In a perfect world, that is.
plasma all the way.
They already come with grenades which do very good disruption...why equip them with grenade launchers?
The one launcher gives constant disruption. Their Frags take a while to recharge (though they are awesome, hence why I stop at one launcher).
Interesting fact about Kasrkin Grenade Launchers - They have ridiculous range,  to be exact.
Aside from artillery and main battle cannons, 45 range outshoots just about everything else in the game, even regular Kasrkin Hellguns which already have the rockin' range of . Plasma Guns, by comparison, have only range , less than that of even the Kasrkin Frag Grenades'O'Doom, .
Kasrkin Frag Grenades'O'Doom have 30-second recharge times, by the way. With six squads and perfect micro, that's a Grenade'O'Doom every five seconds until your fingers get tired. Sa-weet.
In super-duper theory, a Plasma Kasrkin Squad advancing on a Grenade Kasrkin Squad will be raped since the Grenades outrange the plasma and disrupt, allowing the Hellguns to do their work quite well. Considering how fast the buggers run, though, good luck keeping them away.
So, random numbers to support Grenade sprinkling in moderate doses.
I voted "No Upgrades / Execute," by the way. I've had a really bad streak with team games where I'm IG, and in the rare event that teammates and I actually function together and the game proceeds past Tier 1.5, I've had a devil of a time even getting the Kasrkins out of the barracks, much less equipping them properly.
Handy Links for DoW Numbers (DPS, stats in general)
Dawn of War Player's Guide Wiki -- It's got it all!
Official Super-Cool Important Dark Crusade .LUAs - Thanks Buggo!
Slow_Runner's List of Everything Dark Crusade 1.11
Slow_Runner's DC DPS Charts, Organized by Race/Unit
Excedrin's WA Unit Statistics Calculator, DPS Charts
Sir Nick's List of Undocumented WA 1.5 Changes
plasma plasma and more plasma...
plasma; since they are perfect for tier 3 spam unit destruction (infantry like PSM, termies and every other infantry), and this units wont really be affected by nades. when i want destruction, i use artillery.
1 graned launcher squad whit priest, all others plasmas. Shoot them when they are scattered!
All heil Gygax.
"Cry the Paladin for his mentor, cry the Succubus for her father."
Thanks again for all of the hours of fun you have give me.
with 6 dudes i do mass plasma, 3 priest and 1 commie the 2 others i don't put hero on cause they can dance faster and the army has no morale and double damage all the way.
let the psm/oblits/AT/RT/WS comming
No they don't. Only if you order them to keep attacking them. Actually then they'll move to that spot. If they're on auto attack, the hellguns should keep firing at any downed opponents. Works same for Guardsmen. Disruption is great for IG.Also, when a group is knocked down, the kassys stop shooting at them and switch to another group.
1 Grenade launcher is the only thing that will have a remote chance of saving your base from OB. They continue to be anti-commander weapons when commanders have been buffed up with jillions of hit points. And as stated, it's good vs. other Kasrkins, marines, banshees, etc.
i went with all hellguns because you can auto reinforce and execute pluse you don't have to worry about range problems. though the one gl thing sounds great!
Plasma and Grenades are counters for different types of units:
Plasma has no friendly fire: So, if you are facing CC-Troops and have to dance, Plasma is the way to go.
On the other Hand, if your enemy is spamming ranged Infantry, the friendly fire of the Grenades is not an issue while the knockdown is a gamewinner.
It dumbs down to the following:
Kasrkin, Ranged Termies, Obliterators, Warpspiders and Tacs with Heavy Bolters,Grenades are the way to go.
Ogryns, Assault Termies, PSM and Nobz with Powerclaws,
Plasma is your best friend.
Every lower tech type of infantry gets raped by Kasrkin either way, so it doesn't matter.
plasma, GL are in my regular squads accompnying w.commisaars
Do Kasrkin GLs knock down Termies? i can't remember it right now...
No. I think it only works on tier 1-2 infantry.Do Kasrkin GLs knock down Termies? i can't remember it right now...
Yes it works on them too. But Termies have a resistance against knockdown, while they aren't completely immune, the resistance is high enough for them to stay mobile
I equip my kasrkins with those little pistols that have a flag in them that has "BANG" written on it. Highly effective I must say.
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