Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Recommended first skill for SM Captain?
Hello all.
What do you advise for first skill?
I was going to go with Healing Surge but I shall be building Apothecaries next turn.
The Deeds of Glory also would come in handy as im sorely in need of influence.
Does he generate influence passively or only on experience gain?
Power strike would also be nice for the damage bonus.
All advice appreciated.
Originally posted by Khalagar:
Influence -> Heal -> Influence -> Heal etc. The sword attack is . . .okay? It barely ever does more than his basic attack or grenades can do from my experience. I'd rather have an unkillable tank instead and let other units do the killing
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glythe Oct 22, 2019 @ 4:22pm 
You get extra influence when you get xp for killing units. When I make a Captain I always pick that skill first and third. They are great tanks for early game.

How exactly are you making your first captain and you are making Apothecaries next turn?
The author of this thread has indicated that this post answers the original topic.
Khalagar Oct 23, 2019 @ 12:33am 
Influence -> Heal -> Influence -> Heal etc. The sword attack is . . .okay? It barely ever does more than his basic attack or grenades can do from my experience. I'd rather have an unkillable tank instead and let other units do the killing
Originally posted by glythe:
You get extra influence when you get xp for killing units. When I make a Captain I always pick that skill first and third. They are great tanks for early game.

How exactly are you making your first captain and you are making Apothecaries next turn?
I concentrated on infantry units first.
Next game I will make captain early now that I have seen how tough they are.
.VM8RA Oct 23, 2019 @ 10:40am 
they're essentially influence generators and tanks I think.

you probably want to rush 2 of these guys before doing anything, so you can farm influence early.

I made the mistake of making my barracks first and not even getting my cap till after other things, but after playing a bit I can see the benefit of having 2 of these guys farming you influence early on, as it's used to buy a lot of good stuff like gear from the jokero.

If you find a base square with 3 spaces on it you can build one right away (after the research is done)

PS: so my answer is get the influence skill. ha ha. it's great.
Last edited by .VM8RA; Oct 23, 2019 @ 10:41am
Originally posted by VM8RA:
they're essentially influence generators and tanks I think.

you probably want to rush 2 of these guys before doing anything, so you can farm influence early.

I made the mistake of making my barracks first and not even getting my cap till after other things, but after playing a bit I can see the benefit of having 2 of these guys farming you influence early on, as it's used to buy a lot of good stuff like gear from the jokero.

If you find a base square with 3 spaces on it you can build one right away (after the research is done)

PS: so my answer is get the influence skill. ha ha. it's great.
Many thanks.
Is it possible to use the same seed and start again?
Unfortunately I was not saving from the start so have no early saves.
Jey Oct 23, 2019 @ 10:52am 
Going for two captains might cripple your economy (it costs a lot of influence, so less fortresses of redemption) and/or slow down your acquisition of troops.
Having lots of influence and heavily equipped captain is nice, but they will still die if outnumbered, so balance that well.

You can use the same seed if you saved it, I guess? If you didn't look at the seed number for the map before starting the game, I don't think you can however.
Last edited by Jey; Oct 23, 2019 @ 10:52am
glythe Oct 23, 2019 @ 11:11am 
Depending on your build/tech order it might be worth it to go for a captain and then a chaplain. Two heroes for 120 is way better than 2 heroes for 180 influence.
Originally posted by Iffu:
Going for two captains might cripple your economy (it costs a lot of influence, so less fortresses of redemption) and/or slow down your acquisition of troops.
Having lots of influence and heavily equipped captain is nice, but they will still die if outnumbered, so balance that well.

You can use the same seed if you saved it, I guess? If you didn't look at the seed number for the map before starting the game, I don't think you can however.
Many thanks.
I cant see any way to use seed number so looks as if I cant.

Originally posted by glythe:
Depending on your build/tech order it might be worth it to go for a captain and then a chaplain. Two heroes for 120 is way better than 2 heroes for 180 influence.
Good point.
Does the chaplain have any form of heal unit skill?
Jey Oct 23, 2019 @ 11:54am 
Yes the chaplain has a regeneration aura at his level 6 skill.
It gives +20% HP instantly to him and his allies immediately next to him, and then +20% again every turn for two turns. Or something like that.
Originally posted by Iffu:
Yes the chaplain has a regeneration aura at his level 6 skill.
It gives +20% HP instantly to him and his allies immediately next to him, and then +20% again every turn for two turns. Or something like that.
Many thanks.
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Date Posted: Oct 22, 2019 @ 4:18pm
Posts: 10