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At tier 2, the Techpriest Manipulus, is a great healer and support unit. 50% more expensive than the Marshal, is also much tankier with great armor, hp, and resistances, plus he gets better offensive power as well. Still, his main usage should be healing and buffing, not fighting. You should definitely consider making a few of these ASAP to keep repairing your vehicles. One nice trick is to combine them with Cybernetica Datasmiths in a team, use the Datasmith low heal (6hp) to heal the Manipulus who has only 9 hp but tremendous resistances, so you can always keep him healthy with just a datasmith, while using the Manipulus much stronger heal (up to 24hp per turn) to heal your vehicles. This can actually work wonders for your army efficiency. Keep in mind the Manipulus gets the basic 6hp heal ability too by default, he needs to spend point in his hero ability to get the better heal. Since he can only use 1 of them per turn, you can choose between getting the better heal or rely on the basic heal and invest in other abilities first.
At tier 3, you get the more expensive hero (2x cost compared to Marshal and +33% compared to Manipulus), Techpriest Dominus. This hero is still a support hero, though he does get some combat capability too. He gets the same basic 6hp heal Manipulus and Datasmiths get by default, so this is a plus. He gets a passive aura to buff the accuracy of units, plus at lvl 6 he gets a great buff to influence and science production. He also gets the ability to reveal an area of the map. Only 1 of his abilities is combat oriented, giving him a strong buff to damage. He gets the same resistances as the Manipulus but 66% of his HP (6), so he is more squishy, but he gets much better offensive power, especially if boosted by his ability. Still, you should spam those mainly for the extra science+influence, the reveal, and the accuracy buff which is significant in combination with the other hero buffs. Don't rely on them for combat.
As for items, since none of those heroes is a combat hero, you shouldn't get damage items in my opinion. I recommmend to get Armaplas Bracers, Adamantium Weave Vest, and Zoat Hide Jerkin. This is a combination i use in all my heroes because i love the tankiness they provide in combination: +3 armor, +3 hit points, +100% healing rate. Those 3 heroes in particular are support heroes that work with auras and heals so you definitely need to have them in harm's way. The other 3 items i recommend are Tantalising Icon for +8 influence, Scrolls of Magnus for +6 research, and Endurance Implant for +1 movement. That way you also aid with influence costs so you can get more heroes and items faster, you aid in research since Adeptus have a penalty to research, and you get 1 more movement which can be very useful for support heroes. You could replace the Endurance Implant with something else if you want though, depending on your needs.
All in all, i find that Adeptus Mechanicus have a decent lineup of units. The main issue with them is that they are pretty much clear cut in how to use them. There are not many options for creativity here and paths to take. Depending on your tier your selection of units is set in stone. There is no variety. Not much liberty for playstyle. You use them in the way i described in this post, as you advance in tiers. Still, they are fun faction to play, plus they get some creativity in the economic department for the layout of your cities, to cover up for the boring army composition part. I hope you found this helpful.
Since you already have 12 armor, might as well go for 13. That's a tiny bit more protection against las cannons, melta and other high AP stuff. And it also helps ignoring medium AP stuff (like the power swords and stuff).
6.4 against 7 armor.
Skitarii deals respectively 4.2 and 5 damage against each. They also cost half as much as the Datasmith.
Note that this is against vehicles/fortifications.
Against Monstrous creatures, Skitarii deal 6.2, while Datasmith deals 3.6
Ooch.
Also against 7 armor open-topped, Serberys deal 7.7 damage.
Using Datasmiths as anti-tank is stupid and should only be done in the most extreme circumstances. Otherwise they'll get killed and your morale will get nuked.
With a single game, i'm not too sure yet, but I think capturing Kastelans is a false good idea. Their energy upkeep can cripple your economy, while they aren't THAT good.
Mostly because you need a second city.
I'm doubtful about the military use of Datasmith. Sure, I made good use of them to heal my troops, but I also faced non-agressive players who played suboptimal builds. Against optimized armies, I don't think you can make use of their heal that much, and when you can, having one Manipulus is usually more efficient (More heal per upkeep).
Why would you bother with them to deal with cover when you have Sulphurhound (flamers) or Skitarii (ignore 50% ranged reduction)?
Especially since making them goes directly against making your Datasmiths or Manipulus?
Their goal is to be tanky and cripple fighter heroes as well as monstrous creatures or elite infantry.
But being tanky means you need something behind to hit the enemy (except early on you have mostly range 1 units...), and you don't need to cripple monstrous creatures/infantry/heroes if you can slaugther them with Skitarii.
They could be really interesting with an ally able to provide support fire, but I think they're hard to use alone.
Who cares, it's range 3.
It's a Doctrina Imperative unit and it has 4 moves.
This is a great unit.
You definitely want it unless you have a god-like food start and can just spam Skitarii and not care if you lose some.
Being able to taunt enemies and force them to come to your OW, being able to provide fire support...
It's definitely awesome for a T1 unit. Even more if your know your enemy use mid to high HP units.
It's an assault transport. You don't disband them.
Which unit takes more damage from Kastelan than from Onagers?
Which unit gets utterly slaughtered by Onagers when Kastelans don't deal much damage?
Have you missed the fact that Onagers can get +2 accuracy? +2 armor?
Onagers are better than Kastelans. (Also the fact that you can focus on ore instead of needing energy. Big plus).
While I agree with Datasmiths not being frontline, I will produce them 2-3 early instead of letting my cloister(s) sit idle, if you scout Kastelans before you can deal with them build an extra energy (should be building some anyways) to deal with the loss. It is worth the cost but should not be your strategy.
About the Fulgurites, they make good use of your cloister after your heroes are built, are quite tanky and take food. If your running with barracks then I agree it is a tough sell, but without they pack quite a punch, canticle gives them +67% damage and you have access to litany. And without having to build barracks you can back them up with an armory.
Agree on the other stuff you said tho
With mass healing it is easy to not lose hardly any units.
I don't see the point of researching multiple infantry killing units that slightly improve on the previous. I push tech to get to one that I want/need and skip the intermediate steps. ironstriders + Vanguard can handle stuff till you get to onagers. Grab infiltrators or the jump guys if you have infantry issues. Keep pushing tech for the Skorpius Disintegrators as these guys are some of the best tanks in the game. Get a handful of these and the game is yours. Add in the Knights backed by 24hp heals and you win.
As for the dominus, he is a combat powerhouse in my experience. He has tons of resistances and hits like a truck. I had him hitting much harder than my knights. I was hitting cities and large units for like 47 when buffed by the manipulus piercing buff and his personal damage buff. That was without using canticles that could have cranked up his accuracy. Even if you just shoot his gun, he still hits pretty respectably against even heavily armored stuff.
I finished the quest line mostly with a dominus or two with a manipulus following them around. He tore through all those huge blobs that spawn near the end. Then he had no problem dealing with all the super units at the end either.
When an item is red, it means it's active.
Rangers are a great unit if you go for Doctrina Imperatives focus (the alternative is a Canticles of the Omnissiah focus). They are not just anti-infantry, they are anti-everything, rangers are great vs everything in the early game BUT they are very squishy. I don't use the vanguard as front troopers though because the Vanguards are equally squishy anyway. Whatever my early strategy is, i only ever use the starting Vanguards and i never make more of those. Yes that means that i won't have a frontline for some time but the Rangers are range 3 and relentless and good vs everything, so it is not that bad.