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DoW mods and expansion

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
If you work out the numbers, it's actually a downgrade when you give them power claws. They get the research bonus for the choppa too, but not for the claw.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
The Warboss is a tank, but the Ork Big Mek has a great ranged weapon, especially when you upgrade it. It can wipe out a whole squad of light infantry in one shot.
 

Llyranor

Liturgist
Joined
Jun 13, 2004
Messages
348
I'm pretty new to the RTS scene myself, and DoW is the first standard RTS to have really caught my attention. I love this game.

Even a week ago, I couldn't beat hard, but I've been improving a lot, and I'm finally starting to beat harder. I hope to eventually defeat insane as well.

I started off as the SM, since they're fairly easy to use. I've experimented with all the other races, and they're all fairly fun. My favorite, though, would have to be the eldar. I'm slowly learning how to effectively use them, though. I've been using them too much like I'd use SM.

This game rocks.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
SM have the easiest learning curve, but you have to ditch them eventually if you want to improve as a player.

Problems to watch for with Orks:

Ork Killa Kan Big Shoota has zero penetrations values against certain creatures: Possessed Space Marines, Horrors, Terminators, Obliterators, Eldar Grav Platforms. There might be more. The gun will do almost no damage to those units. This is likely due to an error setting the value.

Ork Mad Dok healing aura doesn't work properly: The .lua file is missing the entries allowing the Mad Dok healing to be area of effect - at present it only affects the Dok and squad. In contrast the SM Apothecary healing does affect nearby squads and commanders.

Ork infantry gain bonuses when a large number of ork population are gathered in one area. However, the game only accounts for ork population built from buildings, ignoring population from reinforcements. A 15 pop squad of orks would only count as 4 pop for purposes of horde bonuses - worse still, if the original 4 orks were killed, theoretically this squad could count as 0 pop. The work around is to put the ork squad into a building or a transport, and when you take them out the game accounts for horde bonuses correctly.

In general, it is not worth reinforcing Ork squads to maximum, due to the population cap working differently. Just get enough to take advantage of the special weapons and a Nob Leader. The Nobz Squad can add on a Nob Leader that costs less than the regular members and is still mroe powerful. So just keep making minimum size squads and attach leaders to them. You get the added advantage that each squad has seperate morale, so three squads of five have far more morale than the one squad of fifteen and when one breaks you only lose that small group and not the whole lot.

Ork Stormboys melee weapon is also buggy, which is why they should be avoided.
 

Saran

Scholar
Joined
Mar 8, 2005
Messages
468
Location
Goatse Mans Anal Cavity
While i havent played DOW in multiplayer, i find the Eldar to be the hardest side to play, at least in skirmish, unless you surround your main base with defensive turrets and pump out infantry like theres no tomorrow your screwed, which is miles away from how they are described in the fluff of the wargame, they are a dying species yet when fighting the SM the only way i could hold out until i get my tech level to a decent level was if i used human (or in this case alien) wave tactics against them, i have probably used up a craftworlds population in just one skirmish game against the SM, but then again im pretty shit at RTS games. :lol:
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
The Eldar have to specialise their troops to the enemy they are fighting.
 

Saran

Scholar
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Mar 8, 2005
Messages
468
Location
Goatse Mans Anal Cavity
True enough, i havent used them in that many games, at least compared to the SM and the Orks who i've played to death.

The expansion cant come quick enough, i just hope that they have a decent selection of missions for the IG.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
One tip for the Eldar players is to teleport a builder to the enemy base at the start to find out what race he is, then specialise the troops accordingly. You will likely lose the builder, but it is worth it to be able to prepare.
 

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
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18,330
Location
Jersey for now
I think that's why I never played the Eldar: They're specialists. with Orks you can outmanuver and swarm enemy positions, and the Squiggoth is fucking amazing to lead a charbge with Looted Leman Russ tanks bringing up the rear, as they can shell an unknown location to death. The good thing about the expansion is the Imperial guard will be able to outnumber probably any force on the battle field, including the Orks. the soldiers may be weak, but superior numbers all loaded with grenade launchers can do massive damage.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
That's one thing that's upsetting some of the fans. The Orks are traditonally supposed to be the ones who rely on numbers.

The Eldar are worth learning though, it will at least give you a better idea of how an opponent will use them.
 

Major_Blackhart

Codexia Lord Sodom
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That's true. I don't usually do online skirmishes tho, unless I'm playing a buddy or something.
Edit: The thing I'm really looking foreward to is having the Commisars in your army, simply because I love their style of pure badassness and Nazi-like devotion to their cause, devoted enough to go down fighting and take everyone down with them, and shooting anyone who runs. It's just really kickass.
 

Astromarine

Erudite
Joined
Jan 21, 2003
Messages
2,213
Location
Switzerland
bullshit. there is NOTHING in the game that I am aware of that can have as many models as the Imperial Guard.

The difference is that in the Orks, bigger numbers are actually advantageous. IG horde only means they sometimes kill Space Marines from the radiation poisoning from turning so many flashlights (lasguns) on them.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Don't come between Astro and his GW minis. :lol:

I'd always considered the standard IG troops in WH40K to be cannon fodder. It's the vehicles that give them some real punch.
 

Major_Blackhart

Codexia Lord Sodom
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The vehicles in the IG fucking are fucking fabulous. Also, did they say what else they're putting in the game for the other races? SM getting any new shit, or more importantly, the Orks?
 

Major_Blackhart

Codexia Lord Sodom
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What vehicles will be available for the IG anyway? Leman Russ Tank, Chimera Transport, Hellhound (maybe?), and maybe a sentinel or a basilisk?
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Well, I said in the first post there was: Sentinel, Baneblade and Chimera. The Leman Russ tank is likey to appear in some form.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
A baneblade:



Ogryns and IG:



Apperently the individual missions in the expansion will be much more involved on average than the original game.
 

Astromarine

Erudite
Joined
Jan 21, 2003
Messages
2,213
Location
Switzerland
A Baneblade is a "super heavy" class tank that is made by Forgeworld, or the "we take the money from rich people" branch of GW. They make stuff like 40K scale titans. Like this cutie:
hpp3.jpg
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
You know you want it.

The work that goes into painting the models and the bases is impressive.
 

Major_Blackhart

Codexia Lord Sodom
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Wow, that is impressive. Are those expansion graphics of Ogryns, or are they just mod graphics?
 

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