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Aquila cannons are DLC
I guess its Fortification dlc? I have that one
yep exactly this one
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.
if you want to dig yourself in you still need many Units with Range advantages, and from that type most Races have some.
So i bought Tau dlc, and, omg Tidewall ♥♥♥♥♥ things up! :D
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...
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.
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.
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,