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Starting off, the Imperial Knight. Yikes this thing is strong. If you buff it with Marshall and the 6 armor penetration from Tech Priest Dominus, and the Knight can deal 100-200 damage at 1 range. One shotting cities is hilarious.
Speaking of Tech Priest Dominus, this guy's amazing. Maybe one of my favorite heroes. Very good burst DPS with his skill, can repair units every turn and is not easily taken out. With some items he can be made into a really strong hero with a versatile role and kit.
Finally, the Skorpius Disintegrator. Very powerful in my experience. Equivalent (if not stronger) to Leman Russes even though it didn't seem like it from the stats.
As for units I disliked... god the vanguards are so... ehhh. I like their damage output but they drop like flies. Same for the Marshal in fact, who I really did like but was thoroughly disappointed by his survivability.
Sadly the other units didn't stand out that much to me from the one match I managed to play so far, but I'll definitely play more of them.
Their stuff hits infantry really hard, but until later, less so on vehicles. If anything, this might be the faction's awkward point: they have a LOT of infantry units that decimate infantry. You get Sulfurhounds at the first tier (one of the better first-tier-research units IMO) and then it feels like every few tiers you get a slightly better version of "infantry killer".
Castellen Robots are the only vehicle I don't really like, for as annoying as the neutral ones are (they're a mostly anti-infantry option in a faction glutted with better choices for it). Ironstriders are a really early, really mobile, really cheap range 3 unit. Don't do amazing damage but there is a LOT to be said for that combo of factors. Onagers are extremely versatile and amazing versus the factions that have skimmer tanks like Elder and Tau. Frankly against Tau they're fantastic because they also evaporate battlesuits, even many of the monstrous ones.
I don't yet have a lot of experience with Knights or their aircraft, just a bit of playing-around. Knights are definitely stronger (and much cheaper) than say Tesseract Vaults, but that might be because vaults are super garbage for their cost (Vaults are kinda my most familiar point of reference for end-tier units because I play 'crons the most, and most games I don't get to the end of the tech tree before its over).
The Sulphur Hounds are a good early replacement, but it's easier to just use Datasmiths, as they're actually decent combat units with decent damage and survivability along with combat healing. They're an essential unit since they build the cities, but they're just good at any role you want them in early on, so get spares.
No matter what you want the Tech Priests as they ramp up the Ad Mech's battlefield presence significantly. The level 6 capstones are very powerful and the Dominus then starts to more than pay for its' own influence cost. Buying tantalizing icons for the heroes so they produce more influence than they consume makes it much easier to toss more heroes out, which provide a lot of battlefield control while building up to the big units like Onagers.
Onagers are one of the few anti-air units that is also a good general combat unit with a hardly shell. This is your earliest non-hero unit that can both give and take punches like a champ, provides your serious AA firepower, and ramps up massively with a Marshall. It can shift the tides of a front significantly when they start arriving.
Had a PvP game against Orcs and was hurting in the food department leaving me short of heroes.
An Orc Warboss only requires 2 food, most of mine need 3. The flesh is indeed weak.
Vanguards: Glass cannons with only 1 range. You really need a marshal to make them good, move him to take whatever overwatch attack hits, then move them in to melt the enemy (sometimes literally). They're honestly best at defense; Park them somewhere that you think the enemy will run into, their damage is surprisingly good even against armor.
Sulpherhounds: These guys actually are pretty good. Fast, hit hard, a bit fragile (nothing new from Vanguard), they can't overwatch as well as Vanguards, but on the attack they're a lot stronger. Excellent for flushing out enemy squads in cover due to flame weapons.
Ironstriders: These guys don't seem like much at first, until you realize you have a fast, cheap, spammable range 3 unit with a halfway decent attack. Range 3 this early is incredible. They're a doctrine unit as well, so if you pop the +accuracy one, they can hit just about anything from outside its usual range. This is your early backbone.
Sicarian infiltrators: Not bad. Still just as fragile as vanguards, but the morale penalty to enemies and the immunity to overwatch make them a better offensive unit. Melee weapons mean that they don't benefit as much from some of the doctrine abilities, but that can be offset by the marshal and other techs.
Scorpius Dunerider: This is a solid transport. Fast, and the cognis stubbers mean that they're surprisingly good at hitting infantry in cover.
Onager: This thing is amazing. It melts battlesuits, skimmers, and flyers, and isn't half bad against other armored units as well; The lack of accuracy can be easily offset if you have a dominus nearby.
Kastellan: Eh...not really all that impressed. The only reason I use these is when I steal the roamers with a data-smith. The illuminate debuff can be good, but aside from that, their damage is mediocre for their cost.
Datasmith: These guys are great. A free +6 heal or decent damage each round, plus the ability to clear wire-weed and found cities.
Electro-priests: I might be missing something, but I'm not impressed. They supposedly get damage resistance increases when they kill targets, but in my experience they hit like a wet noodle compared to infiltrators, and aren't that durable to start, so good luck getting that kill?
Heroes:
Marshal. This guy is awkward, but if you treat him as the support hero he is, then he's great. His damage buffs are really nice, particularly the passive, and his level 6 ability is a 1 turn +50% damage to a unit of your choice; ANY unit. So putting this buff on something big like an onager, knight, or dominus is hilarious.
Manipulus: Do you want something to not die? Put this guy next to them. He's got his basic "heal 6" that all tech priest individuals get, but his hero heal can repair up to 24 points to an individual EACH round. He's not too shabby of a damage dealer either.
Dominus: This guy is deceptively powerful. Low health to start, but high damage resistance, and all of his hero abilities are great. In particular, his accuracy aura means that with him hanging around, cover is a suggestion to your army. With gear, coupled with his rage ability, he can nearly one shot just about any other hero if he gets close as well.
I'm also a bit confused as to how their building bonus system works in practice, since the tooltips only show adjacency bonuses. Speaking of the adjacency bonus, I also have no idea how it's currently implemented. Does it only value resource buildings, or does it value any non-headquarters building?
Canticles and Chants are fine but I'm not too overly impressed. I usually get the one that gives bonus armor and ignore the rest. The maluses aren't worth the hassle and I'd rather spend the research elsewhere. There's never been a moment where I'm willing to sacrifice durability for movement.
Heroes and vehicles are good. The former helps out with some of the faction's disadvantages like no early anti-armor, and the latter ends up as the backbone of the army, especially the Onagers. Hands down one of the best units in their roster.
Overall I'm having fun but, eh, could be better.
Capture robots is turning out to be a headache, they usually just get captured back. If you spend a few turns setting up a capture then you wonder if you could have just built a robot instead and saved yourself the trouble.
So far i'm not impressed by this faction, kind of wished I had saved my money.
Second, why does the Manipulus get two heals? It seems completely redundant, and a waste of an ability. I get that the standard heal is just a tech-priest thing, but there will never be a reason to use it the second you get the other ability. Missing something?
I have the same exact questions too (among others regarding adjacency bonuses and the like). Only way I can rationalize the Manipulus having two heals is to maybe allow you to not take the healing ability unless you need to heal high-HP units, therefore making picking the other two available abilities more viable? I dunno though, I still think it's redundant but it's the only "logic" I can see the developers having regarding this.
In every game against the AI the knight never makes into the fight. By the time they are out on the field. the game is over.
Their bonus for having multiple buildings of the same kind in one slot sounds good but it hampers your earlygame something fierce unless you ignore it and just eat the penalties instead, which makes the start even more difficult but for the wrong reasons. You also can't delete buildings so good luck wanting to "fix" your tiles lategame when you have resources.
I'm just not feeling it, Mr Krabs. I'm fine with factions that are late bloomers but the penalties for earlygame AdMech adds up so much that you have to catch up the entire game.