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

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
Fun game. And the soundtrack is nice.
 

Darth Roxor

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Mission III: A Howling of Lost Souls

Soundtrack: 0:00 - 4:10

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Here's the map

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This is the structure we're supposed to protect, and scorpions we should reinforce.

And some more strategic locations:

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Let's check what's inside.

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Cool.

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This is pretty much the best artifact a striking scorpion can get in the game. 'Lethal' means all attacks caused by this unit strike only kills, instead of wounds and kills, which means the enemy bastards won't be able to reinforce as easily as usually.

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We scout ahead with our main force and spot the first enemies.

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During the enemy turn, many enemy bros appear, among them something new.

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The Leman Russ. We will have many reasons to hate this thing.

1. It has great defence and attack, and the warmachine armour means only fire dragons are fully effective against it.
2. It has the armour piercing ability, which tears our vehicles to shreds.
3. It has the explosive ability, which also tears our non-single entity infantry to shreds.

So, as you can see, the Leman Russ is not only sturdy, but also effective against pretty much everything.

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Unfortunately, the fire dragons are slow and they can't reach the tank, and we can't just sit tight and take our beating, so let us begin our assault with fortune-boosted striking scorpions.

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And pretty much only them 'cause vypers, guardians and avengers would get cooked alive if they tried engaging.

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Meanwhile, enemy forces are spotted next to the pyramid.

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Enemy turn, the autocannon shoots our avengers.

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And the scorpions are under heavy attack from the tank

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Guardsmen

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And two assault squads. It's a close one, but scorpions are tough bastards and barely get away.

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We rest the retreating scorpions and proceed with the clusterfuck.

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Fire dragons attack the tank and destroy it,

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Guardians attack one assault squad, scatter laser shoops the lone guardsmen, while scorpions finish off the second assault squad.

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Finally mimes and vypers blow up the autocannon.

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More enemy forces are spotted afterwards.

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Enemy turn, autocannon shoots scorpions with almost no effect.

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Stupid guardsmen try to shoot the other scorpions.

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The lone scorpions are under assault (Imperial Guard really hates striking scorpions)

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And the remaining assault squad tries to berzerk dire avengers, but are fried to death by the 2 fire dragon squads before they can even land a hit.

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MEANWHILE...

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Marine scouts. Basically, a glorified imperial assault squad. Sure, they might have more attack and defence, but they're still useless against our melee specialists, while their movement is inferior to our scouts.

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Scorpions take vengeance on the pitiful guardsmen, but also suffer losses themselves.

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Meanwhile, laser, guardians and warlock get rid of the guardsmen.

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Then we fry the autocannon.

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And during enemy turn, the scorpions are under heavy attack. Missile team first softens them, then the scouts come into close combat, making the scorpions run away, finally the guardsmen attempt an attack but accomplish nothing.

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We cannot win here. Time to evac the scorpions.

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Meanwhile on the western front...

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Laser, 2x guardians and vypers kill the assault squad, while 2x scorpions and avengers harrass incoming scouts.

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Scouts are down to barely 7 strength and have to leg it. During enemy turn, the imperials once again show their hatred towards striking scorpions, even though they would have more success shooting the avengers.

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Let us retaliate.

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Vypers, mimes and laser attack and kill the guardsmen, scorpions attack the missile team, which suffers a morale failure and breaks, allowing the guardians to score a whopping 10 kills, eliminating the missile team. Fire Dragons and Dire Avengers keep chasing the scouts.

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Since the situation has been brought under control, we can take the mimes and vypers to scout those buildings.

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And we finally get rid of the scouts.

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Lone scorpions are now rested and almost at full strength. Sent them to investigate this site, but there was nothing inside.

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The northern scouting party unveils enemy positions.

Also sent the vypers to the village, and again, it was just a flavour location.

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The time for rape is nigh.

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Imperials launch an offensive, shoopin' the guardians

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And scorpions.

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Vypers and mimes take out the autocannon.

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And the rest of the enemy forces are spotted.

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Slaughter them all!

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Scorpions, laser and guardians attack the missile team, killing it.

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While avengers and 2 other scorpions attack the guardsmen, lowering them to 3 strength.

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Scouts attack our scorpions.

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Guardsmen shoot the mimes.

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And the remnant of the other guardsmen squad decide they have nowhere to run, so they launch a suicide attack at the avengers (and die)

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After that, we use scorpions and laser to eliminate the scouts.

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Then use vypers, scorpions and mimes to kill the guardsmen and claim the bridge.

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I expect a lot of success on this lone guardsmen squad's side. Actually, I could even exploit this situation to get one of the ranged units to a retardedly high level now, just shooting the guardsmen in each turn (up to the time limit of 40, which means mission failed if exceeded), as they could just rest back to full strength in each turn. But that would be exploiting, and we're gentlemen here.

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Here you can also see how fucking useless the warlock is, suffering 3 wounds and doing no damage against a guardsmen squad at 2 strength...

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But we finally wipe them out, and reclaim the temple.

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Success!

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Ominous and foreboding briefing.

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And our objectives.

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Dang, the scorpions we got in the last scenario overcrowded our army roster, moving the vypers to the barracks. Should I swap another guardian squad with the vypers? The vypers are p. cool, but both guardian squads are now at level 2, which means they will soon advance to aspect warriors (fire dragons, scorpions, avengers or swooping hawks) of choice. Discuss!!!!

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And the new unit we can buy, a bright lance. It's basically a scatter laser with armour piercing but no rapid fire. Two fire dragons are plenty of anti-armour damage, so I won't bother with it, even if the 3-hex range is pretty neat.

Anyway, the last three missions were all piss-easy, but we have now turned the point where we'll be encountering Imperial warmachines en masse, which means a lot of possibilities for raep, so stay tuned.
 
Last edited:

Azira

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Playing the game myself now, so I'm a bit biased. But I prefer to keep my army almost completely infantry based. The guardians levelling up trick into aspect warriors is incredibly useful, especially when new types of aspect warriors become available, such as warp spiders.

As to armor, I found that firedragons and scorpions in tandem work pretty darn well.

I'd say ditch the warmachines and keep to the infantry. :thumbsup:
 

Darth Roxor

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Azira said:
The guardians levelling up trick into aspect warriors is incredibly useful, especially when new types of aspect warriors become available, such as warp spiders.

Really, they can upgrade into warp spiders when they are unlocked? I thought guardians can upgrade only into scorpions/hawks/dragons/avengers.
 

Azira

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Well, to tell the truth, I haven't really bothered to find out yet. One could keep the guardians in the barracks until the later aspects get unlocked and find out that way.

I just assumed, but you may be right. Lore-wise though, it'd make sense for them to be able to upgrade into any aspect, not just the four you mention. :M
 

Orgasm

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40 turns?! And you made it in what? 10? 15?
Are there any bonuses for a quickie?
 

Darth Roxor

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Orgasm said:
40 turns?! And you made it in what? 10? 15?
Are there any bonuses for a quickie?

Nope, unfortunately not. And yeah, guess it was something around 15 or so, but then again, those are very early missions. Mid-game ones usually take longer, iirc, because the maps are bigger and there's more stuff to raep.

However, there are a couple of missions (4, I think) that are limited to 15-20 turns, which can be pretty fucking intense.
 

Azira

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Yeah, the assassination missions can be bothersome. You really learn to appreciate having a mobile force when you reach them. Swooping Hawk Exarchs and Great Harlequins are great for recon, just don't let them get caught too exposed. :thumbsup:
 

Darth Roxor

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root said:
fire prisms, then?

Yup, those come in later. But honestly, they aren't even half as retardedly powerful as in DoWs.

Still pretty good, though.
 

Jaedar

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Darth Roxor said:
Next update will feature first casualties.
I hope its the warlock, just to make sure you don't get to use the psyker stuff.
 

Darth Roxor

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Mission IV: Storm Upon the Desert

Right then, I kept the vypers inside the barracks and went in with the same force that was in our roster after completing the last mission.

Soundtrack

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Here's the map. Not much to do here except for one location.

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Enemy sighted.

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Oh my!

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Oh God no, this is horrible!

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More adversaries on the horizon.

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Mopping up the scouts first.

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Then I chase the leman russ with a bunch of dudes with fire dragon support.

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As you can see, the leman russ managed to survive... barely.

And since we really don't want it regaining its strength, we shall use craven cowardice to destroy it.

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Oh snap!

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During their turn, the Imperials retaliate with extreme prejudice. The autocannon fires upon our guardians.

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Something new joins it, OH GOD WHAT COULD THIS THING BE?

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And finally, the guardsmen move in... and wipe out our guardians, despite the fire dragons' support fire.

First casualty in our campaign. The guardian squad fell trying to protect the craftworld's interests :salute:

Guess a place has just been made for the vypers...

But it's not time to despair! Let's check this new Imperial warmachine, and take vengeance.

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A whirlwind artillery tank. They are especially annoying in the early stages of the game, since they have artillery range (3, the same as our scatter lazor) and the 'explosive' ability, giving them massive +++damage against infantry squads. Later, when we'll have nothing but single entity exarchs, the whirlwinds will become a significantly lesser threat.

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Mimes and guardians begin by harrassing the guardsmen, actually killing them.

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Then the fire dragons and dire avengers attack and destroy the whirlwind, but take heavy casualties themselves. Scorpions rush the autocannon.

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Autocannon opens fire twice on the avengers. Uh-oh.

The dire avengers are now at 5 hp, and left in a horribly vulnerable position. Could this spell the end for them?

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Fortunately not 'cause the horribly retarded AI decides to shoot the scorpions with both the missile team and the autocannon.

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More adversaries. We begin by evacing the avengers

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Then harrass the autocannon

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And finally destroy it with the lazor.

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Scorpions rip heavily into the missile team. All other squads use what little peace this turn brings and rest to full strength.

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But on the horizon, another tank is spotted.

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And it wants to take out our guardians.

Then our scorpions are bumrushed by tactical and assault guardsmen.

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The warlock casts fortune and moves away to the right to make more place for other troops. Off the screen, mimes attack the guardsmen, other scorpions attack the assault and missile teams

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The friggin tank refuses to budge.

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I also harass the guardsmen with scorpions and mimes.

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Another autocannon arrives to the scene, in a vain attempt to help its bros. The Imperials use what little troops they have left, and try to launch a counterattack, but they are too battered to make a difference.

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We begin the next turn by harrassing guardsmen.

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Mopping up.

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Laser and guardians kill the missile team, fire dragons wreck the leman russ.

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Scorpions heavily damage the autocannon, making it run away.

Meanwhile, the assault squad does a suicide attack on our guardians during its turn and dies :troll:

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Next turn, the mimes keep chasing the guardsmen (alternative soundtrack)

Meanwhile, all our other troops rest, as they took big casualties in the previous fights.

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Mimes FINALLY get rid of the guardsmen.

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And scorpions move in to kill the autocannon crew they made run away earlier.

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Let us march towards the crashsite.

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Another leman russ drives out of the fog of war to shoot the guardians.

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But is taken out afterwards by the Fire Dragons.

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Foolish guardsmen approach.

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And die.

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Mimes get back to our main force so they can scout ahead.

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The very last remnants of the Imperial forces in this sector.

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Time to move into formation and crush them.

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Assault squad nearly suicides on the scorpions, lulz.

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The rest is pure formality.

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The guardsmen bite the dust, and the crash site is ours for the taking.

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Neat.

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Briefing.

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And objectives.

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There are two new strategies we can choose: Divine Inspiration gives all units a permanent +1 leadership. Haywire bomb gives a chosen enemy warmachine the 'broken' status. But for now, I'll stick with craven cowardice.

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The new artifact. We give it to the vypers, obviously. Should pump up their low defence considerably.

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And the new unit. The warwalker is basically scatter laser + bright lance with a lesser range (2 instead of 3), and a whole damn lot bigger defence. The warwalker has both rapid fire of the laser, and armour piercing of the bright lance. Its only major disadvantage is how horribly slow it is.

Our maximum deployment for the next mission has been increased by 1, which means even with the vypers replacing the dead guardians, I can get one new unit. What should it be? The warwalker? Or some new aspect warriors? DISCUSS!!!

Also, in the next scenario, we'll be facing SPEHS MARINES. Things will get serious, so stay tuned :M
 
Last edited:

Darth Roxor

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Azira said:
Get some swooping hawks. They're always useful. :smug:

Can't yet. We'll get a SH unit for free in the next scenario, and buying them will be unlocked after it.
 

Azira

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Ah, was a bit confused by the "Swooping Hawks have been sent to aid you" message in the briefing, but of course that only means a unit is already present on the battle-field.

Well then, Warwalkers are fun machines for their destructive power, but I'd like to see you keep a guardian unit alive long enough to evolve into an aspect warrior, so get a fresh one.. :smug:
 

Orgasm

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No powergaming. Buy the warwalker or the shitties unit there is. =P
 

Darth Roxor

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Mission V: Birds of Prey

For this mission, I bought a warwalker.

Soundtrack: 0:00 - 4:10

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The map

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(no idea why, but the screenshot with the description of the place didn't work)

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This is our objective.

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Autobots, roll out! As you can also see, there's a new unit in the middle of our forces.

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The shooping hoax squad. They are our first aerial unit. Airborne squads are pretty useful because they have great mobility, as they don't get slowed down by harsh terrain, and can't be engaged by melee units on the ground, which makes them perfect for harrassing enemy assault squads.

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Mimes find our first adversaries.

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The whirlwind charges and tries to whack our scatter laser, but dies trying under fire dragon support fire.

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Meanwhile, a leman russ is spotted.

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We shall send the hawks to the northernmost Eldar tower.

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Silly whirlwind barrages the scorpions.

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So does the tank

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And a squad of some new foes!

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The turn ends with mysterious flames engulfing the Eldar spire. What could this be?

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Here's the battle plan.

Vypers will shoot the jump marines, fire dragons, dire avengers and scorpions engage the leman russ, warwalker and other scorpions target the whirlwind.

One more new enemy squad has appeared on the battlefield. Here are both of them:

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Jump marines are like a less useful version of our swooping hawks. That is because they're primarily a melee unit, which means they lose a huge advantage ranged aerial infantry has: when they attack melee ground units, they will retaliate, which means tehy can't be used for harrassment that well.

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And the other squad, a generic spehs marine squad. A pretty good all-around tactical unit, with good defence, decent damage but slow movement.

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UNDER HEAVY FIRE

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The warwalker is pretty effective.

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The whirlwind is down thanks to the scorpions, and the jump marines and tank are almost down.

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Meanwhile, the hawks uncover more enemies.

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And mimes finish off the leman russ.

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A whirlwind appears out of nowhere (1) and fires upon the hawks. An offscreen jump marines squad (2) joins it.

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Later, our scorpions are under heavy attack from scouts, tactical and jump marines. The jump marines die during their assault.

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During the next turn, we get rid of the scouts and tacticals.

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Sayonara

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The structure here was just a flavour one, so we send the mimes southward to check the mining town.

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We also evac the hawks.

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But the barbaric Imperials are relentless in their pursuit.

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We fall into formation and evac the hawks behind a wall of fire dragons.

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So the whirlwind shoots scorpions to avoid the fire dragon support fire.

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But the combined assault of warwalker + dragons in the next turn melts it.

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Then we harrass sum scouts

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And other scouts harrass our scorpions (the ai seriously hates those striking scorpions).

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We keep attacking the scouts, but the bastards just refuse to die.

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This squad, however, falls before the warwalker, warlock and scatter laser.

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Jump marines leave their post at the Eldar tower and shoot the vypers.

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Guardians take out the scouts. Avengers and hawks bumrush the marines, who also attack the hawks during their turn.

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The mimes, having left the flavour mining town, spot more enemies on the way to the mission critical spire.

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The jump marines go down, and the area seems secure.

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We send the hawks to investigate the tower.

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Neat.

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The mimes keep scouting and find more foes at the southern tower.

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We fall into position and prepare for the assault of the valley.

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The tank attacks our scorpions.

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Right then.

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Fire dragons and scatter laser attack the tank, destroying it, although they suffer heavy losses.

Mimes and scorpions will take care of the spehs marines.

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The tank falls

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So do the marines.

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We send the mimes ahead to scout the spire, and find a heavily entrenched regiment of space marines, with two new units.

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A librarian. They are pretty tough, pack a punch in melee and are resilient to many special abilities due to their single entity status. They also count as leaders, giving +leadership to everything nearby.

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Since they are the only Imperial psykers, they already have all four psyker powers unlocked. As you can see, most of them are pretty bitchin'. The flames we were seeing before are the aura of fire.

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The other space bros are terminators. The Emperor's finest, they sport terminator armour which gives them excellent defence, while their storm bolters also allow them to inflict heavy casualties. They also count as leaders, just like the librarian.

Assaulting the spire should prove tricky, not only because of the elite units, but also due to the rocky terrain everywhere around it, which makes our units crawl at a pace of 1-2 hexes per turn.

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Before we engage that supermob, we should get rid of the marines occupying the southern tower. I wanted to send only vypers and hawks to clear it, thinking there are only jump marines there, but a whirlwind is also present. Thus, I also sent the two fire dragons as backup.

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We fall into position and end turn.

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These jump marines are very brave.

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Vypers may not be the best unit to attack the whirlwind, but whirlwinds are pretty sucky against warmachines.

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Bye bye.

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Next turn, the whirlwind faces defeat, even though it tries to boost its strength back to 15.

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Dragons check the tower and get xp.

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And blow up the whirlwind.

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Meanwhile, jump marines engage our warwalker.

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And are reduced to a crisp during our next turn. That's one less squad to worry about.

Let us advance towards the spire...

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HOLY SHIT.

That's the librarian's 'armageddon' ability. While the damage done is not *that* serious, since it kills 4 at best and 0 at worst, it can quickly weaken our whole army, since it targets 7 hexes at once.

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Warwalker fires upon the tacs.

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Hawks encircle to whole mountain on wings of glory and attack another tac squad.

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During enemy turn, one tac squad fires upon the hawks (1), while the others (2, 3) attack offscreen scorpions. When starting our turn, the hawks attack again and suffer heavy losses (4).

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Time to evac the hawks.

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Clusterfuck ensues.

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Fire dragons and scorpions attack one tactical squad and kill it.

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Meanwhile warwalker and scorpions attack the terminators

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The other tacs are put to flight.

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Boom.

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Here, nothing short of a miracle saved our scorpions. Reduced to 2 hp after the explosion and assault of the termies, they somehow managed to survive the terminator counterattack.

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Onward, mens.

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That's it for the termies. Tacs survive unfortunately, although with low hp.

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Libby means business.

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And keeps nuking our asses.

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Marines fire upon the warwalker.

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Let's see how this works.

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The fleeing tacs finally go down (warwalker rapid fire is p. useful).

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Overwhelmed, the librarian breaks and flees.

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Remaining tacticals keep holding it together, primarily because the mountain terrain gives them huge defensive bonuses.

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The Imperials don't give up and still attempt to make a last stand.

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The marines fail miserably trying to attack the warwalker.

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After that, they're killed by the scorpions.

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While the librarian suffers a heart attack.

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Gotta love craven cowardice.

And the spire is ours for the taking!

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Weeeeeee!

It's a miracle nothing actually died during this mission. The assault on this spire is one of the more bitchy moments of the whole game.

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Derp. The warwalker got moved to the barracks.

Also, as you can see, the mimes and guardians have '+' above them. That means they're ready to upgrade to better units.

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Here's the artifact we looted from the spire. Spotting invisible units will become pretty useful later on, so I'll give it to the unit with the highest spotting range (the mimes).

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Mimes advance to harlequins.

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Those cheeky bastards are pretty damn useful. They retain the excellent mobility and spotting range (and low armour) of the mimes, while also getting the 'lethal' and 'fearsome' abilities. Lethal makes all wounds turn into kills when attacking, while fearsome makes an attacked unit 1.5 times more likely to break or flee. Harlequins make excellent hit'n'run auxiliaries.

row0618.jpg


And the guardians can advance to 4 types of aspect warriors: Striking scorpions, dire avengers, fire dragons and swooping hawks.

Now, what do we do with them? Azira claims that later on, when we unlock more units, the guardians will be able to advance even to warp spiders or howling banshees. So we can keep them around and wait and see, but they're likely to die before we even unlock those units...

But if we choose to upgrade them now, I suggest we turn them into dire avengers. We already have 3 squads of scorpions, 2 fire dragons are plenty, one swooping hawk is enough for now too, and we'll get another pretty cool aerial squad later on, while we have only one dire avengers squad. Avengers may not seem like much for now, but the exarchs they upgrade into are AWESOME. Plus, there are two Dire Avengers-related artifacts available in the campaign, so it's a good idea to have optimal use for both of them.


DISCUSS!!!!!
 
Last edited:

Jaedar

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Put GU's in barracks and save them for WS/Banshee upgrade imo, you can always recruit a level 0 dire avenger and start leveling nao.

Or just upgrade them.

And yeah, charging the spire is a pain. Took me 15 turns or so due to the bloody mountain.

As I recall, the next mission is kinda boring, but the one after that is fun.
 
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Ulminati

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Toss the guardians in the barracks to verify if they can become warp spiders or banshees later. Grab some regular level 0 dire avengers. You seem to have plenty of glory still.
 

Azira

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Yep, keep the guardians stowed away for now, to see if I'm mistaken. Levelling a new unit of dire avengers should be simple. :salute:
 

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