Warhammer 40,000: Battlesector

Warhammer 40,000: Battlesector

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Shaabhekh Aug 6, 2021 @ 4:23am
Command Abilities... among other things
As per title really.

I've just completed the mission where you've got to cap and hold the wall to the factory.

I'm playing normal for the time being and ive yet to use a command ability - not because its too easy, but because i just do not generate enough points... like, i dont even generate ONE point during a game - and if i do, its at the very end where its not even usable.

Also, who thought it would be a good idea to have Exocrines be able to 1-shot units? lmfao - that early ambush mission annoyed me no end; was just thinking to myself about how unit veterancy could be implemented and then blam, 3 dead units, 2 of which were my Hellblasters >_>

On a side note - mission intro, while nice for flavour, doesnt specify what you're going to encounter. Do i need lots of plasma because youre expecting me to slay 27 Tyranofexes or what? some indication would have been nice is all. but at least on normal, my 'jack of all trades' seems to get by (for the time being at least)

Its not a terribad game, but its lacking in some areas and i'd probably not have picked it up if id known what i know now.
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Showing 1-7 of 7 comments
ecb2 Aug 6, 2021 @ 5:11am 
I only ever purchase the Assault Cannon strike (1 command point) for that same reason.
I get to use it once or twice in a mission.

The Assault Marine strike is a joke, because you get 1 unit of the lamest unit in the game.
1 unit is all I got anyhow.

And like you said, I don't recall ever having 3 command points at one time to call in a
Typhoon Missile.
Zebedee Aug 6, 2021 @ 5:17am 
On astartes difficulty in 1.01, you should be able to generate 3 command points on Gates of Kemrender, although the last one may come so close to the end that you can kill the last nids with it. I know this because I forgot to pick up the achievement for using typhoon missiles and that was the first mission where I could complete it.
Last edited by Zebedee; Aug 6, 2021 @ 5:17am
ecb2 Aug 9, 2021 @ 5:19am 
Actually, now that I restarted my campaign, and know what I am doing a lot better,
I am racking up more command points. Still not sure I would invest in the Typhoon though.
Magni Aug 9, 2021 @ 9:34am 
Originally posted by ecb2:
the lamest unit in the game

Wat? Assault Marines are great. High mobility, krak nades ♥♥♥♥ up medium targets and take a bite out of the large stuff and they hit hard in melee, especially as they're basically guaranteed to get rear attacks.

And the weapon options make them extremely good high-mobility assassins. Hand flamers reliably delete Gaunt units, and inferno pistols utterly ♥♥♥♥ big boys.

(The call-in also makes this even funnier, because you can drop them right on a Nid unit and get an instant melee attack out of it.)
Tacitus Aug 9, 2021 @ 5:26pm 
Assault Marines are great... before you start facing Exocrines and Tyranid warriors nearly every mission. A pod of warriors with Devourers or Deathspitters can potentially gun down at least a couple models in your Assault squad from several tiles away. By contrast, most of your other infantry would be likely to survive that attack badly mauled, but with no model losses.

Likewise, Tyranid Prime vs. Assault Marines = Prime pulling off three attacks thanks to its "Natural Killer" skill proccing on easy model kills against the Assaults. Whilst you probably should keep your Assaults away from the Prime, sometimes that isn't an option... and a melee unit that has to avoid melee isn't very good, no?

Now the Command Ability call-in for Assaults is nice... mostly because you can use them as a Death Company-lite to just distract something that you don't want to harass your units (e.g. an Exocrine you have no way of reaching this turn, or making a group of Genestealers waste their AP on your summoned Assaults instead of slicing up your nearly dead Dreadnought).
ecb2 Aug 11, 2021 @ 4:47am 
Noted, and all good points. My play style is definitely more ranged. I guess I like to
just have a mobile wall of Bolters and long range Plasma as my primary core.

If I need a heavy, melee hitter, I have a bunch of heroes to call on. Heavy armor
is obviously good too. Baal + Flame Cannon :)

I discarded Assault Marines from my roster permanently. They just did not impress me.
BUT, if they were upgraded with Flame Pistols and Krak Grenades, they are prolly awesome.

I just use my LT, Inceptors, and now some Death Company if I need to reach out.
M.Red Aug 11, 2021 @ 5:49am 
for me they do well, they are always reliable to take out lone groups or to distract and split enemy attacks i love them for their high mobility

allright they dont take much beating but they can serve out well - especially with krak grenades and the melee upgrade
Last edited by M.Red; Aug 11, 2021 @ 5:54am
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Date Posted: Aug 6, 2021 @ 4:23am
Posts: 7