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Agreed! They hit super hard though, I think It's a pretty good trade-off overall :)
Seems like the Eldar can actually form something approaching a gun line now, It's so sick!
Just a nice rounding out of an already pretty well balanced experience
Aside from heroes and maybe vehicles, I actually believe we have all AdMech units. The rest is just a variant of an existing unit.
What do they have?
They are not xenos, they are mutants. Discriminate properly
Whirlwind: People give it a lot of flak, but its a pretty good support and utility unit. Building a pair early game really hurts enemy infantry advances, and the debuff can ruin heroes that overextend themselves. It's not great, but does have it's niche uses.
Rogal Dorn: It's a godsend. I frequently feel like any time I play them it's just 'survive until Baneblades and then win', So having something that can actually fill the power gap until then goes a long way. They're just good units.
Deff Dread: Haven't used them, but I've fought against several Orks that have. They feel like a single model Meganob with slight damage at range. I can't say if it's good or bad because it feels like you can produce more or less anything with the Orks and still do halfway decenty as long as you don't suicide units left and right.
Deathmark: These things are -fun- In most cases they end up doing more damage than Necron warriors, and the same stats overall, but with a 3 tile range and a global teleport. If you do co-op matches, you can just chuck these things at your allies to help them.
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Tyrannocyte (Counting it as DLC anyway) Seems borderline useless? Maybe if the weapons got fixes (Trying to report that they have the smash trait, which gives bonuses to melee, but they do not have melee. Their card says they should. Not sure which is wrong. Card also says they should have some acid weapon like the Hirodule, which they don't. Hard to say)
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I don't have high opinions on transports, and this one just seems... bad. As with most tyranid units, for some reason, it doesn't have Skimmer/jetpack. Meaning it's often -slower- than anything the tyranids have to move. It's an alright Meat-shield I guess?
Brass Scorpion: Feels a little underwhelming for a T10 unit. Multiple attacks are nice so you can spread damage kind of like Baneblades can. (Also might be missing a melee weapon, although this might be intentional. But lore and the unit description say about claws which it can't use.) I also can't remember if it can use stomp. Which I feel like, given it's size, would help out. They're not bad, and sprinkling them into late game vehicle formations will help, but they're just alright.
(Disclaimer. Teammate was CSM during this match and I was watching it closely. Second hand opinion more-or-less)
V'Rvarna: Well... They said it was tanky. It kind of is. It's weapon isn't great, not terrible. I feel like some of the problem is some units you'd think would have 'very bulky' don't have it, like Mebanobs for example. I think if they added normal 'bulky' in the trait as a lower bonus instead of only having 'very' it'd help it out.
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They make strangely good utility units. Because they don't get penalized for moving, you can advance a bit easier than just moving Stormsurges alone. You can pick off models off to weaken and do morale damage while moving heavy units in and once a line is set up you can keep them for backline damage, and because of the armor, they can actually take hits if they need.
I haven't actually gotten to test their unique ability... on enemies... There's been three times I've accidentally clicked the EMP wave while trying to use a Nova ability and shredded my own units. It might be good in a pinch?
Kataphron Breacher: Haven't seen or used.
Imagifier: I thought these things were going to be pointless when I saw them on the DLC card. The Hospitallers -already- give a 17% damage reduction, and can heal.
After using them a bit, they're not great. Not having to research into the damage reduction is neat. Being able to build a semi-combat unit from the hero/hospitaller building is nice.
My experiences with them so far are; using them to mop up something that was close to dying that doesn't need a full Battle sister attack to finish. They're alright fodder units if you NEED to. But the most fun thing is how their movement ability pseudo-stacks.
As long as you move, you can use another movement boost on another Imagifer. Meaning if you get a unit in a bad spot, and have enough of these in reserve, you can force-move it out, tile by tile by using the movement one after the other.
Besides that, having the movement option on a single turn cooldown, makes getting infantry around during and after a fight way more pleasant, at the cost of making Immolators just that much more disapointing. (Seriously. Please. The Immolators need a touch of love.)
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Edit: Realized I forgot the Dark Reapers. They're my favorite Eldar infantry. They can actually take a hit without dying or nearly dying. Good range and decent damage. One of the high marks of the DLC, personally.
they are for sure the missing link in the Eldar army, such a sinister and badass unit!
As far as I’ve seen, it’s mainly a infantry killer. I used them against Orks, and oh hell did they go to town. The Stomp and main attacks can one shot Meganobz, while doing decently against heavy armor like Gorkanauts. Don’t expect it to be better against armor compared to Defilers, but it fills in as your frontline brawler and tank.
It’s the only Chaos unit to have health in the triple digits (not sure if leveled up Defilers reach this), alongside the 33% daemon invulnerability and passive 2 health regen. This would be nice, if it weren’t for the fact Chaos vehicles as a whole are very durable. So I find it to be a bit niche, but it still has its role.
An extra melee attack wouldn’t hurt, but I think the reason for the claws not being represented as a attack is because they fall under the Stomp ability. The Stomp has incredible damage compared to other units with it. Take that as you will.
You can never have too many Land Speeders. I’d gladly redirect production towards energy buildings over Requisitions if it means more Land Speeders.