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I just finished Heroic a third time today and I didn't use *one* bolter. Bolters as a whole are overrated in this game on higher difficulties. Volley accuracy is computed individually not in group which means bolters miss often and they don't have good penetrative dmg vs heavy armor on large units. On Heroic, large units comprise 30% of all enemies toward later chapters so it makes no sense packing a weapon that is poor against heavies.
Truth be told, while it was easy beating the game on Heroic with that squad, I can ideally see any squad doing it if prepared properly and applied tactically correctly.
That said, yeah...bolters...overrated.
https://steamcommunity.com/sharedfiles/filedetails/?id=1517526503
https://steamcommunity.com/sharedfiles/filedetails/?id=1517527140
https://steamcommunity.com/sharedfiles/filedetails/?id=1517527379
Occassionally I swap the Urus' Word for Medusa. Usually I find the extreme range of the Urus' Word effective at killing things. Big stuff I kill off with the Master of Relics,
Squad was as follows:
Lvl 2 dark angel tactical with dark angel own master crafted plasma gun (not got a better one yet)
Lvl 3 Ultramarine Champion Devastator with Iron breaker missile launcher (he gets extra AP for being near allies and extra AP on starting turns from missile launcher.... though this seems to bug sometimes and give him extra AP all the time :S)
Lvl 4 Space Wolf Melee veteran with Tempests Teeth and Urus' word (best bolt pistol ever when you pile into crit and accuracy)
Lvl 4 Blood Angel Sternguard with Illumination
Lvl 3 Space Wolf Tactical Veteran (gets buffed flamer damage) with Balefire flamer
Stats wise I make sure they all are 100% accurate with their whatever weapon they are using. The rest mainly goes into critical chance and only a little into HP for each except the melee veteran who already starts with 300hp. They're all lvl 30+ also as I had been using them a while.
Each marine has concussion/ stun grenades and each has super frags. Then each has a purity seal to increase their respective weapons damage except for the melee veteran who has a lvl 4 impedance field.
Only found 1 missions this squad struggled with - never failed to complete a mission first time on all difficulties and only on this 1 mission did some of them die.
Troublesome mission: Act IX Part 3 - Vortex - defending the bomb.... soooo many big units ect I eventually nearly got overwhelmed and lost two members, plasma guy and meltagun guy :(.
Squad changes now are that the sternguard now has firescream meltagun. melee veteran niw has fenrisian frost axe. Flamer guy now has kraken breath (50%crit standard!... nearly got it to 90%, he literally deals more damage than anybody else with the exception of overcharging and melee attacks). Devastator has been swapped for the master of relics lvl 4 ultramarine and now has doom of behemoth plasma cannon as never overheats.
Leveling up some different guys now though so using a level 4 tactical space wolf with Frostbite bolter.... but yeah, as said above by Nightmare, bolters just suck it seems as even my lvl 2 master crafted plasma gun on my lvl 2 dark angel seems to do better than this lvl 4 marine with lvl 4 bolter...
Love this game to be honest, just wish they could add some more campaigns to give it more replayability :). Would not even take them much effort to do so. use the game that is already here and just create some new maps and narrative for it - job done!