Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Questionable Jun 20, 2021 @ 11:27am
Da Jump is the most hilariously powerful hero ability
Being able to teleport entire armies anywhere on the map is a total meme, especially when using transports to carry meganobz. Nothing like transporting a handful of Gorkanautz and Killa BUrstaz full of Flash Gitz, Meganobz and Warbosses into the middle of an enemy city by scouting with Dakkajetz
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Showing 1-11 of 11 comments
Stardustfire Jun 20, 2021 @ 11:42am 
seems like you havnt recogniced the full power of SM Deepstrike Pods in combination with the scan ability. no need for a scouter,
just scan and drop, and no need to wait for a units cooldown.
Questionable Jun 20, 2021 @ 11:49am 
I'm plenty aware of the capabilities of deepstrike, I just barely play Orks.

I've done the worst-surprise-party-ever more than a few times with the SM, deepstriking Land Raiders full of Terminators into the middle of enemy cities.
Both Da Jump & Deepstrike are a touch ridiculous when coupled with transports.
Stardustfire Jun 20, 2021 @ 2:04pm 
thats why they nerved land raiders in the last big patch, no deepstrike and unloadattacks in the same turn :(
TemplarGR Jun 20, 2021 @ 3:46pm 
It is powerful, though not OP. Remember most heroes ultimate ability is usable in combat on its own. Weirdboy can merely transport units around him to a place where he has visibility. He is weak otherwise and not much powerful offensively, even if maxed out. So he deserves to have such a powerful lvl 6 ability.
Questionable Jun 21, 2021 @ 2:10am 
Originally posted by Stardustfire:
thats why they nerved land raiders in the last big patch, no deepstrike and unloadattacks in the same turn :(
Yeah teleporting transports consumes the movement & action of all units in storage now, to be honest even with the nerf its still a powerful ability.



Originally posted by TemplarGR:
It is powerful, though not OP. Remember most heroes ultimate ability is usable in combat on its own. Weirdboy can merely transport units around him to a place where he has visibility. He is weak otherwise and not much powerful offensively, even if maxed out. So he deserves to have such a powerful lvl 6 ability.
Not all heroes have their power in combat ability, the weirdboy's a strong support hero providing a significant boost to research for the Orks, providing melee attack buffs and of course Da Jump.
I kinda treat them like malanthropes keeping them on the very edge of combat to soak XP rather than actually fight to get them to level 6 and beyond, though once the game progresses to the point where they get level 6 for free they become a permanent taxi service for my boyz.
The Painboyz in a similar spot to the Weirdboy with their upkeep reduction aura and healing and implants, 2 out of 3 of the Ork heroes are very much a cheap support class of hero, like the Cryptek, the Spiritseer, Fireblade-etc.
KDubya Jun 24, 2021 @ 6:58am 
Originally posted by Stardustfire:
seems like you havnt recogniced the full power of SM Deepstrike Pods in combination with the scan ability. no need for a scouter,
just scan and drop, and no need to wait for a units cooldown.

The ork ability is much better in that it lets you teleport back to your city or wherever after you destroy the city. Space Marines are stuck where they dropped and have to walk back, or if infantry wait for Stormravens to pick them up.
Questionable Jun 24, 2021 @ 7:17am 
That's also a really nice strength, using Weirdboys in pairs also lets you reinforce as well as retreat anywhere on the map, and relocate your armies in a pinch. You can take fights on multiple fronts and waste no time moving whichever force wins first to reinforce the next.
I'd call it ingenious Orkish strategerizing but its probably just channeling their sheer impatience to get inta tha next FOIGHT
GreenBeanN1 Jun 24, 2021 @ 7:34am 
Probably a couple of rules should make it a little bit more fun.

Droppods can't drop into enemy city tiles. Maybe it could be a tier 8 research. (Jammer/chitin spikes that rip droppods apart)

Da jump -> exclude vehicles and enemy city tiles
Questionable Jun 24, 2021 @ 8:20am 
I think applying some kind of cost to da jump based on the power of the units taken would be good, maybe an increase in the cooldown, giving it a low cooldown for transporting boyz but a high cooldown for transporting gargantz. I think removing vehicles from the pool of units it could trnasport would remove too much power, all that would be worth moving is Meganobz, warbosses and painboys and the mobility of things like gargantz would be beyond crippled.

A similar cost scaling would be good for the Space Marine drop pods, dropping a landraider full of terminators should probably be more expensive than dropping a single dreadnaught.

Having a no-drop area around cities would probably be good too, or limiting it to a certain distance of already present units.
GreenBeanN1 Jun 24, 2021 @ 8:27am 
XML is not that smart. That kind logic can only be added with a modding scripting language like LUA. And hardcoded (proxy) is not going to happen.

But I like the idea of a no dropzone around enemy cities too.
Questionable Jun 24, 2021 @ 8:29am 
It wouldn't be the first ability with a scaling cost, the Tau's abilities all have costs that scale with the strength of the target units, why wouldn't the game be able to do that for drop pods & Da Jump?
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Date Posted: Jun 20, 2021 @ 11:27am
Posts: 11