Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Hunter Killer - Excuse me What the F***
Hey guys I've been having a blast as the Unstoppable space marines, I've got a solid front line who constantly survive attacks. but I'm getting Hit by Powerful Missiles from over 15 squares away to across the bloody map. there is no way that ♥♥♥♥ should be happening espcially when we consider the fact that as I said. It happens from across a map or ocean.

any ideas? any clues as to what I should do? Thanks.
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Showing 1-10 of 10 comments
Atoastydoofus Sep 21, 2019 @ 1:48am 
Kill w.e is giving them line of sight on your units,quickly!
Last edited by Atoastydoofus; Sep 21, 2019 @ 1:49am
Stardustfire Sep 21, 2019 @ 2:26am 
when it comes to worst, do the same. they implemented this weak TT weapon as OP game weapon not only for lvl 10 AM but also lvl 10 SM.....
but than its only op when you have tons of vehicles to barrage an enemy every 10 turns. they have a range of 12 tiles.
the number yellow Sep 21, 2019 @ 3:04am 
Originally posted by Nathanial Kray:
Hey guys I've been having a blast as the Unstoppable space marines, I've got a solid front line who constantly survive attacks. but I'm getting Hit by Powerful Missiles from over 15 squares away to across the bloody map. there is no way that ♥♥♥♥ should be happening espcially when we consider the fact that as I said. It happens from across a map or ocean.

any ideas? any clues as to what I should do? Thanks.

Hunter Killer missiles have a 10turn cooldown. I assume this is vs AI which means you can bait them out with a unit you don't mind losing/hurting. The AI will spam them mindlessly so you should abuse that when planning your engagements. Keep the cooldown in mind and make sure to take engagements that you can win swiftly and decidingly because almost dead units will become dead ones if the AIs missiles are no longer on cooldown. Bait out missiles, push the frontline, then brace for impact once the missiles become ready again.

Tbh Hunter Killer isn't even that big of a problem anymore since they nerfed it, but if it hits you unprepared it can be rough. And ofc the first time you encounter them you are 'yo wtf?!'

Some AI fooling trickery you can do is try to cage in a unit of them thats in the forest or in imperial ruins with some infantry or other units you don't mind losing/standing around doing nothing. Don't kill that unit, just keep it in place. If the AI can't see any of your other units, it will waste its Hunter Seekers on the units that form the cage. The forest/ruin tiles help through giving your units a cover bonus.

When facing the imperial guard the scout sentinels become prime targets. Since they have 2 models per unit they shoot 2 Hunter Killer missiles rather than just the 1 like all other vehicles do. Your vindicators, hunter, predators and land raiders get access to hunter killer missile as well once you researched the technology for it (last tech tier iirc). You can pull some really abusive things with them, like sniping cities from far away, though its harder to do with SM. They only have 1 model units of vehicles that get access to Hunter Killer and they dont have the production capability to just spam a bunch of vehicles and have them chill near a city without doing much else. With the imperial guard however, I even won matches against players by just spamming scout sentinels for their hunter killer missile in the lategame. This was before it got nerfed though so apart from city sniping duty you are better off building other vehicles in the lategame I assume.

EDIT: if you want to REALLY pay back the favour, spam captains. Pick the skill where they get influence for exp and have them near the frontline for fast levels and easy influence which allows you to spam more captains. The orbital strike skill they unlock at lvl 6 has unlimited range and a shorter cooldown than hunter killer iirc. With enough captains and the orbital scan you can snipe cities/units everywhere on the map and captains are also very good at just holding a frontline.

Another captain exploit I am not sure if they fixed this yet: Once you maxed the exp grants influence skill and got your captain to lvl 6, you can buy the level up item at the traders outpost and will get more influence from using it than you payed for it. And you can use the lvl up item even when you are already lvl 10. It wont give you another lvl, but enough exp to give you back all the influence you spend for the item and then some.
Last edited by the number yellow; Sep 21, 2019 @ 3:10am
Jaylo Sep 21, 2019 @ 4:48am 
Just create a little mod by making a mod folder then copying the Data\World\Weapons\HunterKillerMissile.xml into it while keeping the folder structure and putting it into Documents\Proxy Studios\Gladius\Mods.

Then simply edit the HunterKillerMissile.xml in your mod by changing the rangeMax to something like 6.
Last edited by Jaylo; Sep 21, 2019 @ 4:49am
easytarget Sep 21, 2019 @ 9:12am 
Or better yet edit it so that everything that kills your guys is nerfed.

/rolls eyes
easytarget Sep 21, 2019 @ 11:42am 
Easily triggered too, even better.

Fortunately you only hit me with nerf'd weapons, no damage taken. Guess your work here is done.
// Sep 21, 2019 @ 2:54pm 
Originally posted by 󠀡the number yellow:
Originally posted by Nathanial Kray:
Hey guys I've been having a blast as the Unstoppable space marines, I've got a solid front line who constantly survive attacks. but I'm getting Hit by Powerful Missiles from over 15 squares away to across the bloody map. there is no way that ♥♥♥♥ should be happening espcially when we consider the fact that as I said. It happens from across a map or ocean.

any ideas? any clues as to what I should do? Thanks.

Hunter Killer missiles have a 10turn cooldown. I assume this is vs AI which means you can bait them out with a unit you don't mind losing/hurting. The AI will spam them mindlessly so you should abuse that when planning your engagements. Keep the cooldown in mind and make sure to take engagements that you can win swiftly and decidingly because almost dead units will become dead ones if the AIs missiles are no longer on cooldown. Bait out missiles, push the frontline, then brace for impact once the missiles become ready again.

Tbh Hunter Killer isn't even that big of a problem anymore since they nerfed it, but if it hits you unprepared it can be rough. And ofc the first time you encounter them you are 'yo wtf?!'

Some AI fooling trickery you can do is try to cage in a unit of them thats in the forest or in imperial ruins with some infantry or other units you don't mind losing/standing around doing nothing. Don't kill that unit, just keep it in place. If the AI can't see any of your other units, it will waste its Hunter Seekers on the units that form the cage. The forest/ruin tiles help through giving your units a cover bonus.

When facing the imperial guard the scout sentinels become prime targets. Since they have 2 models per unit they shoot 2 Hunter Killer missiles rather than just the 1 like all other vehicles do. Your vindicators, hunter, predators and land raiders get access to hunter killer missile as well once you researched the technology for it (last tech tier iirc). You can pull some really abusive things with them, like sniping cities from far away, though its harder to do with SM. They only have 1 model units of vehicles that get access to Hunter Killer and they dont have the production capability to just spam a bunch of vehicles and have them chill near a city without doing much else. With the imperial guard however, I even won matches against players by just spamming scout sentinels for their hunter killer missile in the lategame. This was before it got nerfed though so apart from city sniping duty you are better off building other vehicles in the lategame I assume.

EDIT: if you want to REALLY pay back the favour, spam captains. Pick the skill where they get influence for exp and have them near the frontline for fast levels and easy influence which allows you to spam more captains. The orbital strike skill they unlock at lvl 6 has unlimited range and a shorter cooldown than hunter killer iirc. With enough captains and the orbital scan you can snipe cities/units everywhere on the map and captains are also very good at just holding a frontline.

Another captain exploit I am not sure if they fixed this yet: Once you maxed the exp grants influence skill and got your captain to lvl 6, you can buy the level up item at the traders outpost and will get more influence from using it than you payed for it. And you can use the lvl up item even when you are already lvl 10. It wont give you another lvl, but enough exp to give you back all the influence you spend for the item and then some.



Thank you for explaining how the hunter/killer missile works and the ways to use them...I did not even know that Scout Sentinels used 2! Thanks again! ;)
the number yellow Sep 21, 2019 @ 3:16pm 
Originally posted by aannkklles:
Thank you for explaining how the hunter/killer missile works and the ways to use them...I did not even know that Scout Sentinels used 2! Thanks again! ;)

My pleasure :) A lot of people don't pay much attention to the weapon/ability infos (number of attacks is listed there) and to be fair its easy to miss given that they are the only hunter killer missile unit that has 2 models.

I also just checked and the captain no longer gets exp from the lvl up item you can buy at the shop so you can no longer abuse him for unlimited influence from the shop.
// Sep 21, 2019 @ 3:26pm 
Again, thanks for the heads up! Also about the SM Captain info. ;)
Warlok Sep 23, 2019 @ 6:51am 
Earlier during various infamous Baneblade army assaults by the A.I. this attack ability was salt in a wound. I also was amazed at it and hated to face it. However, given their cooldowns, and after playing Space Marines and Imperial Guard, you appreciate that it is a nice & fun supplemental addition to their arsenal.

It can still be tough to fight, but fodder is the key to screening your main units.
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Date Posted: Sep 20, 2019 @ 5:24pm
Posts: 10