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Which I find odd, since in both the lore and the tabletop game, the Leman Russ is an absolute beast on the battlefield. There's a reason they call it the "Backbone of the Guard". The Leman Russ should be a unit that scares the crap out of other players when they see it. It should be the unit that finally puts the Imperial Guard on an even footing with other factions and finally allows them to start going on the offensive rather than just "holding the line".
You can keep a SM force busy all day long by just cycling out guardsmen. Won't kill them, but you'll protect your buildings long enough for you to produce something that can.
For the stopping/killing power use thier support units to strike at the SM, you need armor pen so treat SM infantry like fighting tanks. Stationary heavy weapon squads are your friend. As mentioned the commissary is a powerful tool with these weapon squads. And the Psykers Primaris molten beam will put a large hurt on armored foes, especially the cap.
Anyway I hope this helps.
Agreed. The Imperial Guard is a faction that must be killed off early because if you let them build up their industry and start churning out units, their territory will eventually become nearly unassailable and their tanks and guns will eventually grind you down.
They are the ultimate "long game" faction.
Nobody can really do a lot of damage to SM Captains because they have stupid amounts of damage reduction other than armor.
Depending on your start point, you can either push out insane amounts of infantry, or a Hydra every 2 turns very very early.
Mind you I mostly play against impossible AI's, which are much easier than against other players, but still, their early game shoots off.
Heck if you have some decent food tiles near your city, you can still focus on hydra rush, and then build 2 barracks' and pump out infantry as well, seeing as how their troop trainer is almost free - it provides one pop cap and one loyalty.
Early and mid game I find SM and Necron are both easy mode. Haven't played Orcs, and AM are very weak.
Late game AM get fairly strong, but only because of numbers. If an SM or Necron faction can field the same numbers, they'll still wipe the AM from the map because it takes four to six AM units to kill one SM or Necron unit. That doesn't hold true in reverse.
SM early game is basically captains + help until you get dev marines.
Cato Sicarius and his armored backup dancers.
Also Primaris Psykers handle very well what guardsmen cant (single model armored target like Kastellans/Heroes)
The space Marines I find are a less is more type group, they only have 1 city but with access to for taking, controlling land is key, getting to 1 turn to produce units is vital, once the SM can produce units in 1 turn, multiple types non stop you can send small waves every turn to a different front line and just annihilate enemies, then that "strong" counter can be shut down with terminators dropping on a tectical marine squad for free😊
Early they are strong but not invincible, anti armor punches a hole, and every loss is a felt pain for them in the start.
Necron is more so a small single unit entity then SM, small specialized groups that can spawn reinforcements on them right before a fight with scarabs and the hero that spawns the melee people. They are even more vulnerable though in city placement can't be choosers but is predefined for them. They can be super strong but need to get built up for it. Necron in my opinion is strong but early game they can be out manuevered even by SM and that is their weakness, in a 1v1 fight number wise the healing makes them king, so always have numbers when facing them. Also hit multiple units at once, so if they use the pay heal, they run out of influence faster.
The orks from what I have seen are weak individually but the amount of units they mass is where they Excel, the Zerg of Warhammer they are. I am afraid to play them because I am going to get addicted and then have to pry myself away to have a life lol
Once tyranids are released assuming they will be, my life will be over outside of work rofl
When you take on infantry hit them with a barrage of basillisk fire. Then finish them off with the guards men.
WHen you take on armor, use the heavily armed infantry and tank units against those. If you can't tank down the tanks you're trying to kill, then pulverize them with basillisks.
Basically, infantry and tanks are ya bread, artillary is your butter.