Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Your tank commander item picks
Given the fact 80% of the items are geared towards melee hero's.
(because the space marines didnt have it easy enough already)

And im ASSUMING giving my tank commander a power gauntlet wont boost the power of his cannons (maybe his ram though?)

What are your picks for items to give him?
What items actually affect him?
Is there much point stacking adamantine vests to get his armour above 10?
I mainly ask this because older posts talk about excess armour above the cap negating armour pen. But knowing how often 40k games DRAMATICALLY change how good things are (looking at you GBF-2 carriers) its hard to know if its still viable given the post was from 2018.

And what items are worth stacking?
Does the concealed weapon system actually do anything?
Is it worth getting 2 sightless helms? (if you can even afford it when playing the guardsmen)
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First off, items do not stack. Only one Sightless Helm does anything.

Second, my typical loadout is;

Adamantium Weave (Extra armor is always good considering how much Armor pen exists)
Entropic Locum
Concealed Weapon (Yes, It does something. 25% attacks on each weapon)
Sightless Helm
Endurance Implant

The last one is either Zoat Hide or recovery package depending on what I'm fighting. If I need the Tank commander constantly on the front, recovery. If I have enough units to allow it to retreat safely to heal, Zoat.
Foxassassin a écrit :
First off, items do not stack. Only one Sightless Helm does anything.

Second, my typical loadout is;

Adamantium Weave (Extra armor is always good considering how much Armor pen exists)
Entropic Locum
Concealed Weapon (Yes, It does something. 25% attacks on each weapon)
Sightless Helm
Endurance Implant

The last one is either Zoat Hide or recovery package depending on what I'm fighting. If I need the Tank commander constantly on the front, recovery. If I have enough units to allow it to retreat safely to heal, Zoat.

Omniscope was another one i felt like mentioning but forgot too.
Is that +1 accuracy going to make much of a difference or is something else better to just slap on there and try and keep some tech marines nearby to keep blessing him?
(unless they stack haha)

But ahh so going above 10 armour still helps negate the armour piercing then? Good to know.
Dernière modification de Supreme Admiral Brenton; 15 nov. 2023 à 17h33
Foxassassin a écrit :
First off, items do not stack. Only one Sightless Helm does anything.

Second, my typical loadout is;

Adamantium Weave (Extra armor is always good considering how much Armor pen exists)
Entropic Locum
Concealed Weapon (Yes, It does something. 25% attacks on each weapon)
Sightless Helm
Endurance Implant

The last one is either Zoat Hide or recovery package depending on what I'm fighting. If I need the Tank commander constantly on the front, recovery. If I have enough units to allow it to retreat safely to heal, Zoat.

Omniscope was another one i felt like mentioning but forgot too.
Is that +1 accuracy going to make much of a difference or is something else better to just slap on there and try and keep some tech marines nearby to keep blessing him?
(unless they stack haha)

But ahh so going above 10 armour still helps negate the armour piercing then? Good to know.

Accuracy in this is essentially a multiplier for damage, not a % to hit, without going into the actual stats.

Going over 100% accuracy continues to raise damage. So if you wanted an Omni go for it. I personally like the endurance for a lot of utility reasons, given how the buffs from the Tank Commander buff everything in six hexes around him.

So being able to move just that little bit further, or run just a bit farther away can make a difference. Of course if you're banking everything into defense/offence, that's your call.

But because I worded it weirdly. All items do not stack unless they're consumable (You can carry six recovery packages or Jokaero digital weapons and use all of them), but if something gives a passive only one works.

Items of the same effects will stack (Armpla and Adamantium Weave will give plus 3 armor)
First of all, too many items being melee-focused may be true, but mentioning the SM as profiting particularly from that is strange since none of their three guys does significant damage anyways. They only go from meh to mediocre if you itemize for it. Two of them are stellar tanks, tough.

Basically all heroes should get the Zoat-Hide Jerkin. It is debatable on the tough guys like the Tank Commander, but even there the extra regeneration is useful. They get low, you pop out of the immediate fight (preferably next to a repair guy or into an outpost) and skip two turns and they can go right back into it. For the squishier guys it is almost mandatory to grab those three extra HP, and for the "low HP but still tough" guys like the SM Captain the extra HP result in a huge amount of effective HP.

The others already mentioned the Concealed Weapon which is basically good on any Hero that is dealing relevant damage to begin with. It is perfect for the Tank Commander or any monstrous characters.

Extra movement, extra armor pen, extra accuracy and extra armor (both) are useful on almost all heroes.

Digital Weapons are very powerful and a huge boon to all the heroes that have trouble dealing good damage but like to be somewhat near the frontlines (like the Commissar or most Eldar Heroes).

The new anti-overwatch item is really good on those heroes that really can not afford to take hits before they can act, like the Librarian or Primaris Psyker.


The hardest heroes to find six items for are usually the pure squishy support units like the Spiritseer, Ethereal or whats-the-name-of-the-prayer-gal-again. Those usually just get the Jerkin and some armor items and possibly the utility stuff. If you happen to stumble upon influence surplus early, you might even grab the item that gives influence since it pays for itself pretty quickly.
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Posté le 15 nov. 2023 à 13h46
Messages : 4