Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Mag1cWalker Dec 14, 2021 @ 1:00am
Which faction is most defensive one?
mainly with some defensive buildings like turrets and towers...

thank you :)
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Showing 1-14 of 14 comments
dvc Dec 14, 2021 @ 2:38am 
Space marines can drop a fortification beside any resource point and at tier 10 can build Aquila macro cannons. Shout out also to Astra militarum (imperial bastions) and chaos (noctilith covens)
Originally posted by davey ︻芫=----:
Space marines can drop a fortification beside any resource point and at tier 10 can build Aquila macro cannons. Shout out also to Astra militarum (imperial bastions) and chaos (noctilith covens)

Aquila cannons are DLC
Mag1cWalker Dec 14, 2021 @ 4:06am 
Originally posted by Crossek:
Originally posted by davey ︻芫=----:
Space marines can drop a fortification beside any resource point and at tier 10 can build Aquila macro cannons. Shout out also to Astra militarum (imperial bastions) and chaos (noctilith covens)

Aquila cannons are DLC

I guess its Fortification dlc? I have that one
Originally posted by Mag1cWalker:
Originally posted by Crossek:

Aquila cannons are DLC

I guess its Fortification dlc? I have that one

yep exactly this one
dexgattaca Dec 14, 2021 @ 6:15am 
Originally posted by Mag1cWalker:
mainly with some defensive buildings like turrets and towers...

thank you :)

Astra Militarum is great. Their void shield generators allow you to dig in. When combined with strategic city placement, fast healing tanks, plus artillery, its possible to hold the line against insane level AI.

Space Marine Fortress of Redemption are made of paper but they have range 4 missiles and the Macro cannon is a rock . Combined with tanky heroes and easy healing on your troops and you can produce a solid gunline.

Tau have solid protective hero and unit buffs allowing you to muster an effective gun castle. Their defensive/offensive buff timing can make for interesting hold and charge phalanx gameplay.
adder007usa Dec 14, 2021 @ 2:24pm 
Tau are my favorite for "hold the line" strategies, just because of all their bonuses to overwatch fire; tidewall gunrigs are actually pretty good as well. Watching a tank slam into a wall of railgun and pulse fire is hilarious.
Last edited by adder007usa; Dec 14, 2021 @ 2:24pm
Stardustfire Dec 14, 2021 @ 9:34pm 
There is no Faction with real Defensive Potential in External Buildings. no Building has enove Potential for a Defense Shield on its own.
if you want to dig yourself in you still need many Units with Range advantages, and from that type most Races have some.
Last edited by Stardustfire; Dec 14, 2021 @ 9:34pm
Mag1cWalker Dec 16, 2021 @ 2:10am 
Originally posted by adder007usa:
Tau are my favorite for "hold the line" strategies, just because of all their bonuses to overwatch fire; tidewall gunrigs are actually pretty good as well. Watching a tank slam into a wall of railgun and pulse fire is hilarious.

So i bought Tau dlc, and, omg Tidewall ♥♥♥♥♥ things up! :D
Antpile Dec 16, 2021 @ 11:02pm 
Originally posted by dexgattaca:
Originally posted by Mag1cWalker:
mainly with some defensive buildings like turrets and towers...

thank you :)

Astra Militarum is great. Their void shield generators allow you to dig in. When combined with strategic city placement, fast healing tanks, plus artillery, its possible to hold the line against insane level AI.

Space Marine Fortress of Redemption are made of paper but they have range 4 missiles and the Macro cannon is a rock . Combined with tanky heroes and easy healing on your troops and you can produce a solid gunline.

Tau have solid protective hero and unit buffs allowing you to muster an effective gun castle. Their defensive/offensive buff timing can make for interesting hold and charge phalanx gameplay.

Space marines fortresses of redemption are not for defensive purposes. I know they have the name fortress in it, but you really don't want these things seeing combat. It is how space marines compete while only having one city, and losing a fortress is a big setback to your economy.
~HaY~ Dec 17, 2021 @ 1:28am 
Originally posted by Antpile:
Originally posted by dexgattaca:

Astra Militarum is great. Their void shield generators allow you to dig in. When combined with strategic city placement, fast healing tanks, plus artillery, its possible to hold the line against insane level AI.

Space Marine Fortress of Redemption are made of paper but they have range 4 missiles and the Macro cannon is a rock . Combined with tanky heroes and easy healing on your troops and you can produce a solid gunline.

Tau have solid protective hero and unit buffs allowing you to muster an effective gun castle. Their defensive/offensive buff timing can make for interesting hold and charge phalanx gameplay.

Space marines fortresses of redemption are not for defensive purposes. I know they have the name fortress in it, but you really don't want these things seeing combat. It is how space marines compete while only having one city, and losing a fortress is a big setback to your economy.

Heh, when i play with a friend thst uses Space Marines. he used to occasionally annoy me during a big battle by dropping Fortress or redemption right behind me to limit the retreating movements of my Astra Militarum infantries.

It was so infuriating.

And also to slowly brute force my resource tiles away as his army pushes forward. Then again i guess this is mote aggressive than defensive...
Last edited by ~HaY~; Dec 17, 2021 @ 1:30am
Jey Dec 17, 2021 @ 4:15am 
That only works because Astra Militarum sucks as a faction (and you suck at Gladius, maybe).

Using FoR agressively doesn't work, because while the FoR is relatively tanky, it's not tanky enough to deal with all the backline of your average faction. Losing it also means you sacrifice your eco.

I'm not saying you should never use a FoR agressively, but either:
-It's a mistake, and you'll lose later due to bad eco.
-You're already winning hard, and it's just "win more".
-Killing that one unit/hero you or diverting one turn of fire allows you to get an overwhelming advantage, even if you do lose some eco advantage.

I really don't recommend using fortresses of redemption agressively, and they should be used as strongpoint only if you rally your army around.
Stardustfire Dec 17, 2021 @ 4:16am 
the void shield generator isnt so great anymore when your enemy stand under it too, thats the moment where you shoud recognice you get rec..d, because the shield protect all that are under it, and Imps are not a faction that fields many good melee units.
SilasOfBorg Dec 17, 2021 @ 7:51am 
Originally posted by Jey:
I'm not saying you should never use a FoR agressively, but either:
-It's a mistake, and you'll lose later due to bad eco.
-You're already winning hard, and it's just "win more".
-Killing that one unit/hero you or diverting one turn of fire allows you to get an overwhelming advantage, even if you do lose some eco advantage.

This x10. FoR are not offensive buildings except VERY early on, and even then only if it's also a good move for your econ.

I don't turtle, but if I did I'd at least have a peek at the Necron endgame emplacement. Can't remember what its called off the top of my head but IIRC it will 1-shot a good chunk of endgame units. Also, Necron Obelisks in "can't touch this" mode. Yeah, they can't fire back, but you're not going to kill it either.
Last edited by SilasOfBorg; Dec 17, 2021 @ 7:51am
TemplarGR Dec 18, 2021 @ 6:31am 
This question is a little weird in the sense that a faction being "defensive" doesn't always mean it has great defensive buildings. For example the T'au are a defensive faction due to their overwatch mechanics favoring them setting up lines of battle and waiting for their opponent to get inside their range instead of attacking themselves. Yet their only defensive structure, is not anything spectacular, though it does have the ability to move if garissoned which can be used creatively for some cool tactics.

Aside from the T'au, other defensive factions are:

1) Adeptus Mechanicus. Late game faction that depends mostly on turtling early on and setting up a great economy. Late game powerhouse on offense.

2) Astra Militarum. Pretty much the same thing as Mechanicus. Weak start, strong late game, great economy once you can set it up.

3) Necrons. Necrons do have a great defensive structure, very powerful. They are somewhat slow to develop at the beginning and gain pace later. Their main attribute is their HP regeneration, which favours battles of attrition and being defensive, retreating when injured in order to heal up.

From my experience, these are the best defensive/turtling factions. One could add Eldar too, though to be honest they are in a little weird place in the sense that early game they are not good at defense per se but in guerilla warfare, hit and run tactics, thus mostly attacking by surprise.

Now, in terms of purely defensive buildings, the best defensive buildings are owned by Space Marines, Necrons, Astra Militarum,
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Date Posted: Dec 14, 2021 @ 1:00am
Posts: 14