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Second observation regarding the "Ultra Wideband Auspex" (overwatch protection): It is not only to avoid overwatch when you approach an enemy, it is also to avoid overwatch when you escape, or need to make a tactical maneuver in general. Many things can go wrong, even if you are careful. It is invaluable for squishy heroes with low hp to avoid overwatch, it is the most critical thing to keep them alive. Granted, the Archon has his 67% invulnerable resistance ability for 1 turn, so if you want to tank overwatch with him, you should avoid giving him the item. I personally give it to the other 2, except the Archon, for this reason.
As for the heroes:
1) In my opinion the Archon shouldn't be treated like a pure combat hero, he is more of a combat/support kind of hero, somewhere in the middle. In terms of combat he is more of an assassin kind of hero, he is not good vs infantry and "chaff" units especially because he has a low number of attacks, but they deal great damage with great penetration, especially against organics (his sword trait, instant death, gives +8 damage if the target is infantry or monster). So i am not sure getting him the Axe of Blind Fury is worth it much. I am giving him almost the same items you do, in the ????? i choose +1 movement, and in place of the Axe of Blind Fury i pick Powered Gauntlet for +25% melee damage. The point being that i want to use him for assassinating important units like other heroes or big monsters. The movement is for being better able to position for the kills. Other than the assassination of important targets, i keep him mainly to soak some overwatch at times when early in the game, and later (when it becomes lethal for him to soak overwatch) i am just keeping him as a supporter.
2) Succubus too, is like an aggressive version of the Archon. She too is not a pure combatant, she has buffs too, BUT while the Archon is more reserved as a hero, more tactical, Succubus is all-in, she is offense, offense, offense. Again, i disagree with Axe of Blind Fury on her, i don't need to clear chaff with her, and she can clear most infantry just fine without it. I want her to kill serious targets, i let Wyches/Hellions/Incubii around her to clear lesser infantry. So again i give most of what you give her, but no Axe of Blind Fury, instead i give her the +1 movement AND the anti-overwatch, because i need her to pick any target she wants, with impunity, and slaughter it. Again, no armor item on her, it won't help her nearly as much as avoiding overwatch and combat drugs. And movement. The point of her is to end the fight swiftly and retreat, not to tank.
3) The Haemonculus hero is easier to equip. He is not supposed to fight much. His damage vs organic targets is respectable because his weapons are poisoned. BUT he is very squishy and very slow, it is very easy to lose him if you are not careful. The damage to the Cthan happened because one weapon is poison 3 and the other poison 5..... But he only has 1 attack of each, so don't get too excited about clearing infantry with him. Again, like the other two, he is good at killing heroes and monsters. No, Haemonculus should mainly be used for support. So again, he needs the Ultra Wideband Auspex to avoid overwatch, you never know what might hit him, it is better to be sure. He needs the Zoat obviously. He needs the +1 movement because he is extremely slow otherwise. Those are the "musts". The rest are flexible depending on your playstyle. I personally give him Tantalizing Icon for the influence, since Drukhari are influence starved. I also give him Dimension Key so i can have him teleport where i need him, if the need arises. And i also give him the Faolchu's Wing for some +5 movement when i need to flee or support a crucial unit that is far away. If in early game and i am behind in science, i give him the scroll of magnus first.
As for the transports, unless it is the Tantalus, i have no trust to move heroes with them. I have lost transports with heroes in the past, full with items, and it sucks..... Beefy transports perhaps, but the normal ones, no way.... I may move a hero inside one to save him or heal him, but only if i am sure it will be safe and only if it seems like the best course of action.
Relative to early units, he is not that squishy, but in the late game it is nothing, with the amount of damage available. He needs to be at least lvl 5 to have 75% feel no pain (and the right ability of course).
He is a hero, so he gets 50% hero damage reduction, so his effective hp are 18. With 75% feel no pain, his effective hp become 72. Well, at lvl 5 he should have +20% hp, so let's say around 86.4 effective hp. BUT he only has 2 armor, so against pretty much the majority of units late game, he will have no armor protection. He is also a single model.....
So yeah, will he get one-shoted often? Not really, unless it is very late game and everyone has super heavies everywhere. BUT many mid-late game units could take him out in 2-4 hits, and the enemy rarely has only 1 unit to comfront you.... So yeah, he is squishy.
Drukhari as a faction overall are not meant to be tanky, because they have lots of speed and damage. If they were also very tanky, they would have been overpowered, broken, and basically pay to win....
Also, he is not really the 3rd tankiest. If we are talking level 5 (since that's how we calculated Haemonculus for his +25% fnp), AND combat drugs (of which Haemonculus doesn't benefit much from since he can only get from 75% to 83% cap), Tantalus is tankier, Cronos is tankier, Archon with his Shadowfield active is tankier, Wracks are tankier (equal effective hp BUT 6 models instead of 1).
And those units are tankier if isolated. If we count that buffs (Haemonculus and Cronos) are meant to be shared, then it gets even worse for the Haemonculus. Because Haemonculus can only get 83% feel no pain resistance max, same as everyone else, and since with buffs and combat drugs pretty much everyone can reach the 83% cap, Incubii would be tankier, Scourges too, a Succubus would come very close, and also Archon and Cronos would increase the gap with the Haemonculus.
So yeah, not as tanky as you think, in the lineup, especially for being only 3 movement (slower units are easier for the enemy to trap and hit, faster units can afford to be squishier)
Have you actually PLAYED the Drukhari? Because i see you commenting on many threads about them, and you have false information about how they play.
Combat drugs are essentially a permanent boost, as long as you remember to re-activate it and pay the 20 influence every 10 turns. 10 turn cooldown, 10 turn duration, 20 cost, so 2 influence per turn per unit. It is like Orks units that have permanent influence upkeep, no biggy.
The moment you get the feel no pain ugrade for them, thats when the combat drugs become amazing. That upgrade has spared my Wytches god knows how many times.
Eventually, getting the extra damage and move fro, cover becomes icing on the cake. But the damage resist is amazing for the units.