Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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How is everyone liking the Firepower Pack DLC?
Seems like a REALLY badass DLC!

Skills for the skills throne!
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Showing 1-14 of 14 comments
Stardustfire Jun 5, 2023 @ 7:28am 
well, i was thrilled that Eldar got a Unit that was needed in Basic Racial Pack already, but like i feared the Gladius Reapers are a superbad fragile Joke compared to the badass TT variant.
GreyViper Jun 5, 2023 @ 7:38am 
So far solid units, nothing too imbalanced that I noticed, some are gap fillers before super-heavies come into play.
Originally posted by Stardustfire:
well, i was thrilled that Eldar got a Unit that was needed in Basic Racial Pack already, but like i feared the Gladius Reapers are a superbad fragile Joke compared to the badass TT variant.

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!
Originally posted by GreyViper:
So far solid units, nothing too imbalanced that I noticed, some are gap fillers before super-heavies come into play.

Just a nice rounding out of an already pretty well balanced experience
Viscount Danku Jun 5, 2023 @ 8:05am 
A bit disappointed. SM unit seems like a waste of resources to me, even mid-game. AdMech got a nice boost in terms of gameplay but it's model seems a bit... reused, hoped for something a bit more original. Same with Astra Militarum - yet another tank, when I personally hoped for a more powerful version of infantry unit (I kinda dislike xenos so ogryns and ratlings are a pass for me). I don't play other races so can't say anything about their reinforcments.
Jey Jun 5, 2023 @ 8:29am 
Originally posted by Viscount Danku:
. AdMech [...]hoped for something a bit more original.
Tough luck. AdMech has a very tiny roster. Most of their units are just variant of another.
Aside from heroes and maybe vehicles, I actually believe we have all AdMech units. The rest is just a variant of an existing unit.

Same with Astra Militarum - yet another tank, when I personally hoped for a more powerful version of infantry unit
What do they have?

(I kinda dislike xenos so ogryns and ratlings are a pass for me)
They are not xenos, they are mutants. Discriminate properly
Last edited by Jey; Jun 5, 2023 @ 8:29am
Foxassassin Jun 5, 2023 @ 8:45am 
I haven't gotten around to trying all the units but so far;

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.
Last edited by Foxassassin; Jun 5, 2023 @ 12:01pm
tide1530 Jun 5, 2023 @ 11:55am 
I've played Space Marines,Eldares and Guard since the firepower pack came out. I love the Rogal Dorn tank and the Dark Reapers. The Whirlwind it seems is under powered.
AlphariusOmegon87 Jun 5, 2023 @ 12:11pm 
Originally posted by Foxassassin:
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!
Mania Jun 5, 2023 @ 12:34pm 
Originally posted by Foxassassin:
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)

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.
Noodlesocks Jun 5, 2023 @ 1:06pm 
Kinda bummed we get yet another tank for Imperial Guard. Was hoping for some high tier infantry unit but otherwise a good pack.
Stardustfire Jun 5, 2023 @ 2:01pm 
Gladius reapers durable and badass? bad for sure, the rest not so much, they are mostly death after one hit, for sure death after 2 (and we talk basic enemy unit fire here, not a T10 unit) , and not even make dents in enemys they extinct in TT (read: the enemys they are meant against) .
Last edited by Stardustfire; Jun 5, 2023 @ 2:02pm
ThunfischGott Jun 5, 2023 @ 2:25pm 
Used the Whirlwind against Nids and Orks to great effect. I like it, especially since you don't really want too many Land Speeders out before Multi-Melta due to energy upkeep, Hunter and Razorback being kinda bad, and Scout Bikers being made out of paper machee.
Mania Jun 5, 2023 @ 6:00pm 
Originally posted by ThunfischGott:
you don't really want too many Land Speeders out before Multi-Melta due to energy upkeep

You can never have too many Land Speeders. I’d gladly redirect production towards energy buildings over Requisitions if it means more Land Speeders.
Last edited by Mania; Jun 5, 2023 @ 6:00pm
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Date Posted: Jun 5, 2023 @ 7:24am
Posts: 14