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Completed Let's play: W40K: Rites of War (Ultimate Victory)

Darth Roxor

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You want an update? I'll give you an update.

Unfortunately, I think this one will be moderately interesting. Them genestealer hybrids and friends are not much of a threat, and most 'proper' Tyranid will appear from the next update on.

Anyway,

Mission XI - When the Walls Come Down

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Here's the map (ignore the dots on it, the start-level shot of the map got bugged, and I had to take one from midgame).

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Primary objective.

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Secondary objective.

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Final objective.

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As always, we begin by moving into formation, and we are immediately attacked.

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More badbros are spotted afterwards.

First we mop up the genestealer and leman russ.

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Bye bye.

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Then we unleash forty tonnes of napalm upon this genestealer

RtCW.jpg


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But wait, what is this? It conveniently survives with 1 hp?

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Oh, right. :roll:

This is the Tyranid equivalent of our exarchs' battle fortune. Incredibly annoying, it can leave a squad standing with 1hp despite 6 units pounding at it.

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Fortunately, though, a Dire Avenger knocks it down, and another one attacks the leman russ.

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Next turn, more genestealers come for our genes.

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And some new abomination says 'hi'.

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Carnifex. Real damn motherfuckers, we will hate those with a passion. Tyranid biomechanical tanks, they can withstand whole volleys of enemy fire and rip everything we have to shreds. Moreso, they are not *warmachines* but assault squads, which means our fire dragons are completely useless against them. More often than not, it takes a quarter of our whole army to bring those motherfuckers down.

Like most Tyranid melee fighters, they have Frenzy, but they are also single entities and have the Terrifying ability. Terrifying is Fearsome on steroids, which means attacked units are twice as likely to flee or break (as opposed to Fearsome's 1.5).

row1625.jpg


More stuff coming from the north.

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Another defensive position. Actually, funny thing, I never played this game 'iron man' (that is, no reload after losing a unit), and now I'm like calculating the distance between enemy slaughterhouses (like the carnifex) and our forces 10 times, so we don't get too overwhelmed.

row1627.jpg


An autocannon shoops an avenger

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Leman russ shoops second avengers.

row1629.jpg


Current standing. Let's get this shit on.

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lololololo

That is some HUGE domoges. After checking, it turns out the immolator actually has a higher attack rate than a leman russ.

row1634.jpg


Executioner and wraithguard > hybrid lemon bus.

row1637.jpg


Hawk and vypers finish off the stealers. Meanwhile the land raider is hit for 6 damage by a fire dragon, and flees. I don't chase it, as to not compromise our formation.

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Next turn, an autocannon (1) shoots a scorpion. Land raider (2) suicides to take a fire dragon's support fire from the genestealer (3) attacking one scorpion. The carnifex also rushes a scorpion.

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Fortunately they can't focus fire for shit or at least one of the scorpions would have been in big trubble. I first dispose of the near-dead stealers with a vibro cannon.

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I gangraep the carnifex and even drop an executioner, but it does no damage :negative:

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Gotta chase this thingy away.

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And finish off this shit.

I also keep trying to soften up the carnifex with just about everything I have, though it still refuses to die.

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:what:

Finally, a dire avenger exarch slays it. But look at this motherfucker, he survived with barely 1 fucking hp. Wanna bet it was thanks to battle fortune?

Also, I don't know if it was a design choice or if it's a bug, but once dire avengers upgrade to exarchs, they stop using Ranged as their main attack, and instead go in with Melee, which hinders their usefulness against stuff like carnifexes quite a fucking bit.

row1654.jpg


A scorpion rips through the autocannon. And the avenger is there with 1 hp...

Insane courage? Fuck no, too early for that. Let's just form a protective circle around him and hope for the best. The rocketmen probably won't come after him anyway 'cause they're stuck protecting the prison.

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Land raider + brood guard target the scorpion, and that's very much all that happens.

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Plus, some more tyranid bros are spotted.

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Harlequins harrass sum autocannon.

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Wraithguard eradicate sum brood guards.

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Vibro cannon... uh, seimics (?) the other ones to death.

And now I'm gonna show you, how retardedly powerful is Warlock Master's 'Doom' ability :smug:

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WITNESS YOUR DOOOOOOOOOOOOOOOOOOOOOOM

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Yup. A fire dragon just instakilled a land raider. Inflicting 18/15 casualties. Cool, no?

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Then we pester the stealers and rocketmen a bit and end turn.

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The missile team suicides, genestealers seem to do nothing.

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Next turn, the autocannon is out of business.

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And we check the prison (and raep the remaining genestealers)

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Oh yeah, seraphim are p. cool. Just like sisters of battle, they are Heroic, so they never flee or break. They are aerial units, marginally worse than our swooping hawk exarch, and with it, they shall form our core scouting/harassing aerial party. That will prove invaluable against the tyranid melee hordes.

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Moving on, we find a leman russ, and we throw some ITZ at it.

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Awww, no instakill this time :(

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Seraphim finish the deed.

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While warp spiders smack down an autocannon, previously made useless by the harlequins.

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Enemy forces occupying the final objective.

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And some on the secondary one.

There's no reason to get everyone out here, so I'll split forces, so we can attack the island-fortress from two sides.

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Eastern detachment arrives to the scene, greeted by sum hybrids.

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While in the west, hawk investigates the city, but finds nothing, and a vyper rapes the autocannon.

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In a single turn, we liberate the eastern prison.

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Oh well. Seraphim get this thing, let's see what it is.

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Meh. Fairly useless.

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Meanwhile, a genestealer tries to flank.

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Immolator doesn't quite like it.

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Hawk scouts the western front and spots a magus in the northern citadel.

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Genestealer hybrid psykers. Not really that lethal, actually pretty useless as far as psykers go. No special abilities, and psyker powers are as follows:

- Hypnotic gaze - unit attacked by an enemy enhanced with this can respond with only half its attacks.
- Horror - if a unit fails a morale check at half its leadership, it becomes broken.

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In the meantime, an autocannon is taken down.

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Yeah, that's hypnotic gaze.

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A genestealer thinks it's clever and assaults a scorpion.

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Meanwhile, another beast is brought to its knees in the east.

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The western one soon follows.

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And we begin a full scale assault upon the motherfuckers.

Vibro cannon, spiders, hawk (1, 2, 3) attack the guardsmen, while vyper and off-screen harlequins (4, 5) take out the autocannon.

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A missile team appears and opens fire on the fragile vypers.

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The hybrids are quickly mopped up.

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Immolator, hawk and scorpion kill the magus. Harlequin charges the guardsmen.

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And another harlequin attacks the cornered guardsmen. They attempt to flee, but since there's only deep water next to them, all they can do is surrender (or keep running and drown, I suppose?)

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All too easy.

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Victoly!

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This will be a p. cool map, iirc. And we shall meet proper tyranids this time, which will give many occasions for raep.

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We inspect the barracks. Since we got a new unit (seraphim), something had to be kicked. I am *not* skipping the seraphim, so I confined the vibro cannon to the barracks because I think it's the least useful in our current roster.

Some exarchs get new abilities, among them a swooping hawk.

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Yup, I know I said all exarchs should get battle fortune ASAP, but hawks are an exception. Hawks get *excellent* movement, scouting and survivability boosts thanks to hit'n'run.

Also, our harlequins can be upgraded.

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One into a greater harlequin.

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Yeah, this is pretty much a harlequin exarch. Same functionality, abilities, etc.

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But the second one becomes a death jester.

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From scouts, death jesters become devastators. They retain the harlequin abilities such as Lethal, Invisibility and Fearsome, but they get a range of 2, and are able to nail down support fire for attacked adjacent units. They make pretty neat sidekicks, and do quite good damage to soft targets.


And that's all for now. Next update, we liberate dragon bones and fallen fortresses. Stay tuned :M
 
Last edited:

Jaedar

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Imo, death jesters suck. No reason to not have a fire dragon or dark reaper instead.

The (de)briefing this update is p cool.
 

Darth Roxor

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Jaedar said:
Imo, death jesters suck. No reason to not have a fire dragon or dark reaper instead.

Fire dragons and dark reapers don't have Lethal, which is enough of a reason to consider a death jester. Besides, Jesters have a movement of 4, which makes them p. mobile, unlike dragons/reapers that can lag behind your main force if you are on the move.
 

Luigi

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I dont think the clusterfuck pictures with the lines work well as a presentation format.

And if you are cutting and pasting those combat results onto 1 picture, imo you can drop it. Saves time.
 

Darth Roxor

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And if you are cutting and pasting those combat results onto 1 picture, imo you can drop it. Saves time.

Yeah, kinda figured as much, and I'm progressively cutting down on them, guess I'll drop that altogether. Who the fuck can be bothered counting those anyway.

Luigi said:
I dont think the clusterfuck pictures with the lines work well as a presentation format.

Perhaps, but I don't really see any better alternative to show, at least, troop movement. And no, showing each one's action during the turn is out of the question 'cause that would make the updates 150 pictures long and kill my bandwidth superfast.
 

Crooked Bee

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
"Death jester" is a cool name.
 

Darth Roxor

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You can now discuss!! what new units you would like to see either from our barracks, or freshly recruited...

...

just sayin'
 

spekkio

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I dont think the clusterfuck pictures with the lines work well as a presentation format.
Fuck the haters, I like the idea. Plus it's legible.

WH40K games from late 90-ties look damn interesting...
 

Darth Roxor

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Mission XII - Great Vengeance

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Here's the map. (Again, ignore the dots because, again, I had to take a screen from the middle of the level, as the starting map shot got bugged. Even though I took it three times. Don't ask me why it happens)

Much to see here, much to do.

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I, for one, would love to see some of those buttresses.

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Objective alpha. Did I mention how lovely the maps look? Especially the attention to detail. Check the bridge, complete with an Imperial skull at the side and a reflection in the water. Barrels of toxic waste, gun batteries. Good stuff.

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Bravo.

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Charlie. We shall receive the power of the voidbonedragon here

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Another generic fortress.

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We start by forming a steel wall and casting fortune.

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Multiple hostiles spotted right away.

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INCOMIIIIIIING

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Pfff. Suckers don't even know what they don't know.

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Gotta clear all this shit up.

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There! Much better.

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A leman russ approaches, and blows up 10 wraithguard. Yeah, as I said, those buggers need to be kept in the back 'cause, at this point, just about everything can rip them to shreds if it attacks first.

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:smug:

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Hell fucking yes, I love Doom.

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I sent the hawk and seraphim westward, to pester some genestealers and investigate the bunker.

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Some minor enemy forces are spotted in the southern generic citadel.

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Alright, guess the aerial units will need more support after all...

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Meanwhile, in the east, the warlock's executioner blows up an autocannon.

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Brood guard follow soon.

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Did I mention how lovely are aerial units against tyranid melees?

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But their ranged support is still something to be aware of.

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The bunker is now guarded by genestealers and two leman russes. This will be ugly, but it's obvious there's stuff to be had inside.

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We split our forces, some will go south, the others west, and then south.

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The western detachment mops up the remaining cannon fodder and proceeds towards the bunker.

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Here's the situation in the east. Going headfirst into the citadel would be unwise, so we shall proceed from the side, to lure the leman russ first.

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Also, more opposition on the objectives. Lots of them.

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Here we proceed hex-by-hex, as to not get overwhelmed, since the enemy forces here are sizeable.

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The leman russ comes to us, just as planned.

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Even some genestealers from the south decided to come join the fun. The more we kill now, the less we'll have to deal with later, so it's cool.

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So long, genestealers. After that, we use doom on the leman russ :smug:

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:smug: :smug: :smug:

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The western detachment arrives within 'firing range' of the enemy. One leman russ attacks the dire avenger, but scores no wounds. The other attacks the warp spiders, scoring 7 kills. Then the genestealers rush the warp spiders...

... I was *sure* they were beyond their movement range.

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:rage:

Casualty number... 4, is it? Fuck, those fucking warp spiders were already at level 6, soon they'd get exarched and would kick serious ass. Fuck.

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Here, I was very :smug: for a second. You see, the genestealers charged, and headed straight into the invisible striking scorpion, which meant they got ambushed.

Units doing the ambush get massive +++++ to just about every stat, so I expected raep against the genestealers.

AND WHAT DO I SEE? THE SCORPION IS LEFT WITH 1 HP.

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AFTER WHICH HE GETS KILLED BY THE MISSILE TEAM

AtomicFFFFFF.jpg


Striking Scorpion Exarch becomes casualty number 5, joining a bunch of guardians, normal striking scorpions, a falcon and the warp spiders.

Massive fucking casualties, this was not supposed to fucking happen, what the fuck.

And I have nothing to replace the scorpions with (yet). We just lost half of our melee bulk + promising warp spiders.

There will be time for mourning later, we have to avenge our fallen brothers. "Great Vengeance" indeed.

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I'll deck u in cheeky kunts :x

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Surround them first with our biggest hitters.

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End result: genestealers are taken down, one leman russ is reduced to 1 hp and broken, the other has 6 hp.

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And here we kill the genestealers and missile team.

Our bros are avenged :salute:

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Next turn we get rid of the leman russ remnants and check the bunker.

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Well, that's cool. That's at least something to cover the loss of the warp spiders a little.

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And here we liberate this fortress, but find nothing inside.

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The western generic citadel is guarded by a brood whirlwind.

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Same deal as all the other hijacked Brood vehicles.

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An autocannon bites the dust.

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Another genestealer squad falls into our trap. Fortunately, even though we no longer have a scorpion here, the dire avengers act pretty well as tanks, too.

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Here I pestered the whirlwind a bit with the hawk and seraphim, which turned out not quite well, but fortunately, the dumb AI decided to launch rockets at the full-hp seraphim, instead of the half dead hawk.

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We dispose of the whirlwind the next turn.

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Another massive enemy mass spotted at objective Alpha. This might turn out very ugly.

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We liberate the dragon bones.

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Cool. Blood of Isha makes a squad regenerate one wound per turn, and removes the broken status at the end of every turn.

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The western xenos launch an offensive. The land raider gets serious damage from our support fire.

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Half of the terminators are dropped by the missile team.

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While a genestealer gets raepd by the Dire Avenger.

Cool thing about the Avenger exarchs is that they have pretty high initiative, which often makes them attack before the assaulting genestealers, severely wounding the beasts before their attack.

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Next turn everything is taken down. Didn't turn out that bad.

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But in the east, a land raider rushes the wraithguard, leaving barely 4 alive. Fuck, it's good that I keep spamming Fortune every turn, on everything possible.

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And another genestealers suicides against our western steel wall.

That's another cool thing about Death Jesters. Since they are invisible, the enemy will often carelessly charge into our ranks, not expecting support fire.

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The land raider is disposed of.

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We liberate objective Alpha, and eliminate the remaining hybrids.

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Time for the last assault.

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MOTHERFUCKING...

The leman russ nearly blows up the immolator, leaving it at 1 fucking hp. Did I mention how glad I am that I keep spamming fortune on everything, every turn?

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Bye bye, leman russ.

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We are joined by the western detachment and can unleash rape.

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Excellent!

We liberate the citadel, find nothing inside, and win.

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Briefing for the next mission.

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And now comes the problem. We have two empty spots in our army, due to our fallen warp spiders and scorpion. And I don't really think we have anything that useful to replace them with.

Well, the warp spiders can be replaced with just about anything that shoots, I guess, but we have nothing melee in the barracks.

What should I get? Units stashed in the barracks right now are as follows:

Level 7 Fire Dragons, 2x Level 0 Guardians (Kingcomrade option), level 7 Sisters of Battle and Space Marines, level 1 warwalker, and level 6/7 scatter laser and vibro cannon.

And I guess buying new level 0 units (like, dunno, howling banshees) is not much of a good idea right now. It would take ages to level them to usefulness, and they would get MASSACRED by everything we're facing right now, even the pathetic brood guards, I guess.

We can choose two. Discuss!!!!
 
Last edited:

Jaedar

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Take the Fire dragons and the SoB squad I guess.

raep incoming now that you don't have a good melee force :)
 

Azira

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Codex 2012
Why not take a level 0 recruit? If you're careful, you can use it to finish off stragglers and it'll level up nicely very quickly. I've been doing that with quite a lot of success. Of course, it requires some babysitting, but it's not impossible.

I'd say get another Scorpion and another Spider. They're awesome units. :smug:
 

Monocause

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How did you get the game running properly? It's crashing on me every couple of minutes.
 

Darth Roxor

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Monocause said:
How did you get the game running properly? It's crashing on me every couple of minutes.

Well, uh, I installed it and started playing :D

Dunno, maybe you have some bad torrent/version/whatever? I've had this game's CD for like ten years now, and it's always been working.

Runs pretty stable for me, too. No crashes whatsoever, the only thing I'm getting are too fast animations and some minor graphical bugs in text because it doesn't like 32-bit colours much.
 

Darth Roxor

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Right, I guess I'll take fire dragons and sisters for great justice, then.

Azira said:
Why not take a level 0 recruit? If you're careful, you can use it to finish off stragglers and it'll level up nicely very quickly. I've been doing that with quite a lot of success. Of course, it requires some babysitting, but it's not impossible.

I'd say get another Scorpion and another Spider. They're awesome units. :smug:

Meh, I dunno. I mean, I've also been doing that on a couple of playthroughs, but the squads usually have trouble actually achieving Exarch status when near the very last missions, and on their way there, they are usually useless as shit for the longer part, clogging up your army cap, while you could take an experienced spehs marine unit or something from the barracks instead.

Plus, leveling melees now would be completely impossible. It's easy with ranged squads because they can get cheap xp from targeting melee units like genestealers and stuff, while melee bros would have to feed exclusively on ~5hp targets or they'd get obliterated. And you don't always get ~5hp targets.
 

Luigi

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We are on the next page, where is the update?
 

Darth Roxor

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Mission XIII - Crystal Grove

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Right, this is a pretty honest-to-god skirmish map. Only two structures to check out, 'wipe the enemy off the map' objective.

We don't even get a traditional 'lose it and fail' dropship at the start.

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We fall into position and wait for the incoming hordes. A brood guard squad dies from support fire, trying to attack terminators, autocannon shoops a fire dragon exarch, inflicting very minor wounds.

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Some new weird-ass enemies are spotted.

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Termagants. Tyranid foot soldiers, only marginally better than brood guardsmen in attack, while actually having less defence, I think. They often tend to die from a single attack, so their threat rating is basically 0. Their only use is sending waves of them against our troops to pile up the swarming attack bonuses for other tyranid.

They look p. smug in that top right picture, though.

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We do some mopping up here. The hybrids don't pose too much danger, so it goes on without problems.

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Bye bye autocannon. The rocketmen join soon, after the warlock throws a multiheaded spear at them.

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OH MY GOD, NO, NOT TERMAGANTS.

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A vyper on its own leaves the termagants at 1 hp. That's how shitty they are.

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Multiple hostiles dead ahead.

The hawk flies out to harrass the autocannon.

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During its turn, it decides it's a marvelous idea to attack without pulling back. Dies in the process.

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Land raider fires upon seraphim, but gets burned badly by support fire.

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While a genestealer suicides trying to steal some genes from a dire avenger.

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More opposition.

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Oh noes!

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Another pretty effective mop up (fuck, I'm getting tired of these useless hybrids)

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Oh my, something new is spotted.

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Hormagaunts are another type of Tyranid melee forces. Worse than genestealers in every possible way. Lower movement, considerably lesser melee rating, comparable defence. I think it's pretty weird we face genestealers before hormagaunts in the campaign.

Just like their better brethren, hormagaunts have Frenzy and Swarming Attack abilities.

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Leman russ fires upon the seraphim. Yeah, those warmachines are not to be underestimated, even if we have gazillions of fire dragons and max level units.

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Hey, something new.

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Also, a hormagaunt dies from the combined fire of dire avenger/fire dragon. Did I mention they blow? Not as much as termagants, maybe, but they're also fairly sucky.

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Here's the new enemy. Gargoyles are Tyranid aerial units, but nowhere near as useful as our Swooping Hawks or Imperial Seraphim/jump marines. Their damage and defence is pathetic, even with the Cloud Attack ability. Their only saving grace is probably the amazing movement (8 hexes per turn), which the AI will often use to capture our dropships. It actually makes them a priority for extermination, despite their seriously lacking other qualities. You should never let gargoyles get away to safety 'cause it can bite you in the arse.

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Doom <3 The sight of a leman russ getting instagibbed always amuses me.

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Some more enemy stuff incoming. The lictor actually inflicts 5 wounds upon the vypers. Termagants, naturally, die.

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Here's some more enemies near the fallen fortress. Taking it will be cakewalk.

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OH GOD NO NOT GARGOYLES.

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Fire Dragon and Swooping Hawk eliminate the autocannon, Dire Avenger checks the site and severely harms the hybrid guardsmen.

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Well, guardsmen missile team is not exactly something we need now, with 4 devastators in our army...

Whatev, we'll just boot them to the barracks after this mission is over.

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Finished off the sucky guardsmen. A carnifex appeared in the east.

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Our flying units may not do much damage against those behemoths (in fact, neither the seraphim, nor the hawk did any), but they're great for blocking them from approaching your bros.

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More hybrids die to our exarch.

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Missile team actually scores the kill on the carnifex.

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And here are the last enemies, guarding the crystal grove.

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We cockblock the melee bastards with aerial units while fire dragons farm xp to achieve exarch level.

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Eventually, the tyranids die out, except a bunch of fleeing termagants, and the grove is ours for the taking.

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Cool.

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Zing!

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Man, I can't say this is one of my favourite missions in Rites of War. In fact, I guess it's one of the worst. Too easy skirmish against waves of hybrids, too linear, too small, uninspired with not too many control points.

Fortunately, as far as I remember, coming ones are completely different from this one.

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A rescue mission. Cool.

In the army roster, I kick the missile team to the barracks.

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Fire Dragons become exarchs.

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And here's the artifact from the grove. It immediately goes to one of the dire avengers.

Stun Attack makes attacked enemies retaliate with only half their strength. Pretty neat little thing. Fearsome is also a nice bonus.


And that's all for today. The next mission should be more eventful than this one, so stay tuned :M
 
Last edited:

Luigi

Barely Literate
Joined
Jan 21, 2011
Messages
428
In Medieval Europe, Termagant was the name given to a god that the Europeans believed Muslims worshipped.

Tyranid == Muslims

It all makes sense now!
 

Darth Roxor

Wielder of the Huegpenis
Staff Member
Joined
May 29, 2008
Messages
1,876,781
Location
Djibouti
Mission XIV - To The Rescue

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Alright, here's a peninsula (or at least looks like it) for us to conquer.

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Objective alpha.

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Objective beta.

I am *not* going to split my forces again, like in that mission two updates ago. We'll steamroll to the spire first, then we'll investigate the dropship.

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Multiple melee opponents are spotted from the get-go. I placed aerial units on the front to block them from attacking.

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The cock block manuever seems to have worked. But there's more incoming, in massive numbers, too.

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First thing we do is eliminate all those genestealers and hormagaunts.

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Then wait for the bastards to come.

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Whirlwind, gargoyles and lictors are down. Genestealers survive with 2 and 5 hp.

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Leman russ arrives to the scene.

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It's quickly dispatched, too. Some termagants are spotted to the NE, the vypers harrass them pretty well, inflicting 12 wounds. I send the death jester and seraphim after the fleeing genestealers.

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And here's what the seraphim spots. Right next to it. Sending it so far from the main bulk of our troops was DUMB.

It's possible that I might have doomed them in the process...

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First comes the whilwind. Shit shit shit.

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Phew... that was nothing short of a miracle.

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Right, the vypers and hawk will keep pestering those gits.

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While here we fall into position, and await the coming of the swarm.

The whirlwind and land raider leave the dire avenger at 4 hp, while the genestealer is completely fried by support fire.

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Meanwhile, the mob of termagants is trying to get a piece of the swooping hawk. They fail a lot, and all of them are down to half strength.

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The gargoyles and genestealers are effective mopped up. Whirlwind survives at 7 hp.

And the land raider has warp field.

It was brought down to 1 hp by the scorpion and fire dragon. Then I sent two more fire dragons and the great harlequin after it and it STILL WOULD NOT DIE, MOTHERFUCKING WARP FIELD :x

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The hawk is almost done slaughtering termagants.

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Some more xenos come to join the fun. One of the fire dragons is half-dead, as attacking the land raider previously left it at 3 hp, after which the retreating whirlwind softened it even further. Fortunately, there's a huge mountain between the dragon and the swarm, so it's safe.

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I SHOT THE FUCKING LAND RAIDER THREE TIMES AGAIN, AND IT WOULD STILL NOT DIE :x

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The tank is finally turned into scrap. The lictor soon follows, hormagaunts are down to 3 hp.

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Hormagaunts suicide, other stuff charges with no major successes.

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Mopping up, we can move on.

Also, goddammit, it's annoying that some of the squads that would be really useful on the front, like terminators and wraithguard, are slow as fucking hell. That's because they have formation movement, which makes their movement halved for forests and stuff. And this map is full of forests and stuff...

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The spire is protected by the following enemies. Nothing too serious.

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lol lictor.

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Fuck, why do those wraithguard have to be so fucking flimsy? If a friggin missile team takes them down to half hp, that's something terribly wrong.

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So long hybrids :salute:

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So long hybrid tank :salute:

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So long hybrid psyker :salute:

All too easy...

Let's check the spire.

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Yeah, this artifact is not something you'd like to have on ANY of your units. Gonna stash it in the artifact vault when we're done.

Also, at this point I think it's safe to split forces. A very small detachment goes east, to the orbital defence post, while everything else will liberate the dropship

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The AA battery is protected by a carnifex and some hybrid bros. Nothing too serious.

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Bye, hybrids.

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Main force arrives at the aircraft. Not many enemies present, should be easy.

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The carnifex is downed, the hawk investigates the fort.

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Capturing unit takes minor damage, and a brood autocannon pops out.

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Dire Avenger doesn't take shit from hybrids, and blasts the autocannon with one hit :M

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Meanwhile in the north, another Avenger inflicts 10 wounds upon a friggin land raider.

Dire Avenger Exarchs are ultimate units. Ultimate, I tell you. Those motherfuckers are tough and do great damage against just about everything you throw them at.

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Then it's just mopping up, and we can check the dropship.

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We enter the dropship, and achieve maximum brofist with a bunch of level 9 dark reapers :brofist:

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Success!

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Cool. We'll get a farseer in this mission. Farseers are p. cool guys :M

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Dark Reapers immediately boot out an Exarch to serve our cause.

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We now have 5 devastators in our army. That's... cool, I guess? :M
 
Last edited:

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,431
Location
Copenhagen, Denmark
Codex 2012
Dark Reapers rule. :thumbsup: Nice update! :salute:
 

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