Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

View Stats:
DeathSharp Oct 20, 2019 @ 11:42am
Fortress of Redemption and Cargo
Just started playing yesterday... What is the point of Cargo on a Fortress of Redemption? I can spend a turn putting a unit of space marines into cargo, and then spend another turn taking them back out? Since the fortress doesn't move, I can't really transport them anywhere right? I'm probably missing some obvious utility here?
< >
Showing 1-15 of 16 comments
Jean-Luc Oct 20, 2019 @ 12:01pm 
You can protect wounded units.
Stardustfire Oct 20, 2019 @ 12:08pm 
problem is units in transport dont get exp or heal at all, even when they stay inside for several turns, so the only use i seen so far is when you want some more units for emergencys nearby, so you can unload them when more enemys appear. problem is that in that case normaly the units are much more useful when they where active before.
Chameon Oct 20, 2019 @ 12:47pm 
Jean-luc seems to have the right of it, if I were to guess. You have a unit with low HP near a fortress of redemption, you embark onto it until the fighting's over or until there's a lull near the fortress, then run away. This lets you save low-health high-value units. For instance, let's say they try for a lord snipe and are 1 HP off, you can toss that lord in the fortress to hide him, giving him another good chunk of HP to hide behind, then jump out in the other direction and run like all hell.
Stardustfire Oct 20, 2019 @ 1:12pm 
you are aware that all units in transport are autodeath if the "transporting" unit dies? and i wont call fortress a high hp or at least durable unit at all. instagib victim is more the first definition that comes to mind... from mid game on they dont last one turn of attacks
Chameon Oct 20, 2019 @ 1:40pm 
Originally posted by Stardustfire:
you are aware that all units in transport are autodeath if the "transporting" unit dies? and i wont call fortress a high hp or at least durable unit at all. instagib victim is more the first definition that comes to mind... from mid game on they dont last one turn of attacks
Would you rather dedicate one attack to kill a 1 health unit, or eight attacks to kill said unit? Likely while the enemies whole army is there, and thus he can turn around and snipe a few of your own dudes, possibly getting an advantage. Even if it's not the best scenario? I can see a way to get value out of that embark.
robinjfisher Oct 20, 2019 @ 10:26pm 
It would make sense if the 'loaded' units could fire.
There is obviously the vulnerability of all 'transported' units dying, but you would also have a fantastic concentration of firepower.

I especially wish this for the AM fortification!
Last edited by robinjfisher; Oct 20, 2019 @ 10:26pm
Venrez Oct 21, 2019 @ 2:10am 
Originally posted by robinjfisher:
It would make sense if the 'loaded' units could fire.
There is obviously the vulnerability of all 'transported' units dying, but you would also have a fantastic concentration of firepower.

I especially wish this for the AM fortification!

(If loaded units could fire)

Imperial City garrisoned with 6 Basilisks who can all concentrate fire on the given target, surrounded by Basiliks, with a frontline of Baneblades.

Nothing gets through.

Or heck, just load the Administratum with 6 Baneblades.
Jey Oct 21, 2019 @ 3:35am 
I think if you have 6 baneblades, you have better options available to you than garrisoning them.
Furthermore, I believed only infantry could be garrisoned?

That said, when an unit is garrisoned, it heals. That seems already good.
Venrez Oct 21, 2019 @ 5:36am 
Originally posted by Iffu:
I think if you have 6 baneblades, you have better options available to you than garrisoning them.
Furthermore, I believed only infantry could be garrisoned?

That said, when an unit is garrisoned, it heals. That seems already good.

The point of this discussion is that garrisoning units in a City seems redundant, when they cant shoot back.

As others have said, you can avoid return fire for a turn or two, but otherwise I see no point in it.
Last edited by Venrez; Oct 21, 2019 @ 5:37am
Jey Oct 21, 2019 @ 7:12am 
An unit that is on the field can be killed by artillery, flying units, a lucky breakthrough...
An unit that is garrisoned cannot be killed and will heal.

Sure, doing it for a squad of guardsmen can be judged inefficient (they might as well take a hit), but when you have a lvl 6+ hero, you may want to protect him a turn or two (in a city, you have minimum 20% heal/turn, potentially more with a Zoat Hide Jerkin).

Sure, if you are already outnumbered and overpowered, it won't suddenly save you. But should you be able to save yourself if the enemy has proven stronger than you?

Allowing units to shoot from the garrison seems way too powerful for me. You have 6 units that are on the same tile and can focus their fire on an enemy, while being virtually unkillable
MladoTouan Oct 21, 2019 @ 8:20am 
In some cases, like a particularly difficult terrain or overcrowded area (or both), having a static fortification feels more impeding than helping. With a cargo space however, it allows for one more hex to move a unit into, which can make a difference when it comes to army space management.
CodenameCookie Aug 8, 2023 @ 4:17am 
JFYI units heal while inside them but at a normal rate. So it's not that they don't heal at all.
Grotzel Aug 8, 2023 @ 7:04am 
Originally posted by CodenameCookie:
JFYI units heal while inside them but at a normal rate. So it's not that they don't heal at all.
Don't units in cities heal at the same accelerated rate as on any other city tile? Transported units on cities/autoposts do apparently heal at outpost rates. I regularly station wounded infantry inside cities. Why not? Yes, they won't have overwatch, but they are safe and you can disembark them quickly enough if enemies are approaching. Also: you could surprise human enemies.
Maestro Rugosa Aug 8, 2023 @ 9:51am 
In the early game especially, Fortresses of Redemption can be havens for your wounded infantry. Eventually, apothecaries can quickly repair troops on the line... but until then, a FoR is a great place to hide from aggressive kroots or cultists or neophytes.

(Side note for new player: it's sometimes a good idea to turn off your Fortress' Overwatch if you don't want to pick fights with wandering neutrals, like robots...)
Stardustfire Aug 8, 2023 @ 10:49am 
@Code look when that discussion started, when they implmented Transport slots healing in them wasnt a thing. later of course it was.
Transportet Units now heal the the same rate as the Tile where the Transporting unit stands on allows.
Last edited by Stardustfire; Aug 8, 2023 @ 10:51am
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Oct 20, 2019 @ 11:42am
Posts: 16