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And dont forget to get krak grenades.
basilisks are good for the inital blow but cant follow up because their damage scales on how many models are in that unit (more models = more damage for blast weapons)
with the armor piercing buff guardsmen can do a good chunk of damage vs space marines. krak and frag grenades will also do a good chunk of damage as well (frag are blast so only use as the first attacks to get the most out of them)
no point rushing tech priest if you end up dieing severals turns after you get techpriests researched
2 squads cost lest to recruit, same upcost and train about the same time, with the edict, to recruit as a single tactical/warrior squad.
With frag and krak grenades, you can deal serious damage to tactical marines. Frag first, then finish with krak. Any serious damage you take, including from frag grenades, just heal with medkits.
Tank commanders are fantastic. They are more of a damage sponge, than a damage dealer, but the roll over them ability can one hit kill many squads once its level 2/3.
Dont be afraid to move your basilisks with your army, adjacent to the commissar in the back row. They deal more damage at range 2, due to having a heavy bolter. And at 26hp they can take a few hits.
Unless you make a mistake its highly unlikely that they will come into range of stationary devastators, and if said devastators move in to set up a killshot, you can either drive off (and still bombard them), or take them out with your regular troops.
I find Hydras and guardsmen tend to beat back just about anything until late game. Add in commissars and tech priests and its a scary blob that is good vs just about anything due to its range, resilience and relatively low cost.
AM is EXTREMELY weak in the early game, as in, weak to the point of absurdity.
Same Commisar was killed in two turns by one Assault Marines unit and a Tacitcal Marine unit firing from two tiles away.
One of them moved, one didn't. The Guardsmen were doing 0.3 dmg if I remember correctly, the most damage came from the stationary HW which did 2.3 dmg.
That being said, i do enjoy the AM late game, and after the lasgun buff from that later tech, Guards actually become pretty decent.
I rather enjoy the fact that factions are so diverse. Yes, a very early rush from Space Marines is rather bad, as AM really needs a lot of tech before they can begin to flourish. That's true.
What I found really helpful is to research Frag grenades as your first research and medikits soon as well, something I had avoided since I was looking ahead past Guardsmen, but that I have now learned not to do.
Then get Heavy Weapons Squads (they can also use grenades!) and make sure to fire them when they've not moved.
Also as others said: Commissar!
The Tank Commander honestly doesn't help tanks that much imo, even at high level. He is very tanky (lol, pun), and his melee special is devastating, but the (at max) 30% damage buff is actually not that noticeable for me.
As for Basilisks, they sure are nice, but I might even try skipping them next time in favor of a rush towards Thunderbolts.
EDIT: above post also makes a good point: Play very defensively with AM. Don't scout too much and definitely not too far out from your main force. Until you're ready to roll out of course :D
If a SM wait me in a forest how i m supposed to make them moove? If one of my unit enter to try to get vision it s instakilled.
Last night i tried to takedown a devastator team wich where in a ruin. 3 basilisk and 1 tank commender after he was only 1/2 life but at his turn the apoticaires hide behind just full healed his unit. The SM are just too tanky to be defated by astra. The only way i would see to do something would be to allow basilisk( or all artillerie units) to fire on a tile even if i don t have vision on it. just to prevent an armie to just wait you til it cornered all your city.
Play def is nice but if you can t controle outpost in early game SM will just be more and more stronger.