Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Developers: please make Webway Gate durability an option in the settings menus
I play this game to relax, and I'm sorry, but having LITERALLY every single forward gate destroyed (by the AI) by the time I research webway constriction is not fun, not at all.

I've put over 1,000 hours into this game so I can confidently say that this mechanic is thoroughly broken.
Last edited by AlphariusOmegon87; Dec 18, 2023 @ 5:49am
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Showing 1-15 of 20 comments
Maestro Rugosa Dec 18, 2023 @ 6:09am 
A reasonable request.

Curious what turn it was that they knocked down the last remaining gate. I ask because that's never happened to me, and I like playing Eldar.

For now, maybe consider playing on a larger map with fewer AIs.
AlphariusOmegon87 Dec 18, 2023 @ 7:18am 
Originally posted by Phaeron Amarkun:
I have solution for you
Use this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3111033636

Oh wow, that's badass! I shall give it a shot :)
Thank you very much for this!
AlphariusOmegon87 Dec 18, 2023 @ 7:20am 
Originally posted by Maestro Rugosa:
A reasonable request.

Curious what turn it was that they knocked down the last remaining gate. I ask because that's never happened to me, and I like playing Eldar.

For now, maybe consider playing on a larger map with fewer AIs.

All the battles I've played with my buddy lately have been mega-intense so I can't recall the exact turn, (somewhere around 45-50) but at a certain point I realized that they were all just... gone. For a faction that's touted as 'highly mobile,' they sure don't seem that way without the gates!

I'm curious what your map settings are if you have avoided these woes with the Aeldari...
also, I will give the bigger map size a shot, that is genius!
TemplarGR Dec 18, 2023 @ 7:27am 
Originally posted by AlphariusOmegon87:
Originally posted by Maestro Rugosa:
A reasonable request.

Curious what turn it was that they knocked down the last remaining gate. I ask because that's never happened to me, and I like playing Eldar.

For now, maybe consider playing on a larger map with fewer AIs.

All the battles I've played with my buddy lately have been mega-intense so I can't recall the exact turn, (somewhere around 45-50) but at a certain point I realized that they were all just... gone. For a faction that's touted as 'highly mobile,' they sure don't seem that way without the gates!

I'm curious what your map settings are if you have avoided these woes with the Aeldari...
also, I will give the bigger map size a shot, that is genius!

They ARE mobile, most of their units have lots of movement, and some of those can attack and move later.... Mobility is not about the Webgates, which costs 20influence per unit, it is not cheap....
AlphariusOmegon87 Dec 18, 2023 @ 7:54am 
Originally posted by TemplarGR:
Originally posted by AlphariusOmegon87:

All the battles I've played with my buddy lately have been mega-intense so I can't recall the exact turn, (somewhere around 45-50) but at a certain point I realized that they were all just... gone. For a faction that's touted as 'highly mobile,' they sure don't seem that way without the gates!

I'm curious what your map settings are if you have avoided these woes with the Aeldari...
also, I will give the bigger map size a shot, that is genius!

They ARE mobile, most of their units have lots of movement, and some of those can attack and move later.... Mobility is not about the Webgates, which costs 20influence per unit, it is not cheap....

No it is not cheap, nor is it viable if every Godsdamm one of them gets destroyed!

Templar, you dig the Drukhari, yeah? You're a transport guy?
It has taken me roughly 1/50 (or less) of the time to feel VERY comfortable playing as them vs. the time I spent angrily trying to master the Aeldari, which for all intents and purposes are vaguely similar to them.

I have been ABSOLUTELY CRUSHING the AI with the Drukhari without even having to rely on spawning my own gates, because the faction design is great, streamlined, and highly logical, unlike the Aeldari.

Know what this indicates to me? That the CA need some overhaul, especially for AI games, where the player should be able to decide how beefy their gates are to prevent the systematic destruction I'm seeing EVERY SINGLE GAME of late, even though I always use the exact same settings!
TemplarGR Dec 18, 2023 @ 8:21am 
Originally posted by AlphariusOmegon87:
Originally posted by TemplarGR:

They ARE mobile, most of their units have lots of movement, and some of those can attack and move later.... Mobility is not about the Webgates, which costs 20influence per unit, it is not cheap....

No it is not cheap, nor is it viable if every Godsdamm one of them gets destroyed!

Templar, you dig the Drukhari, yeah? You're a transport guy?
It has taken me roughly 1/50 (or less) of the time to feel VERY comfortable playing as them vs. the time I spent angrily trying to master the Aeldari, which for all intents and purposes are vaguely similar to them.

I have been ABSOLUTELY CRUSHING the AI with the Drukhari without even having to rely on spawning my own gates, because the faction design is great, streamlined, and highly logical, unlike the Aeldari.

Know what this indicates to me? That the CA need some overhaul, especially for AI games, where the player should be able to decide how beefy their gates are to prevent the systematic destruction I'm seeing EVERY SINGLE GAME of late, even though I always use the exact same settings!

Yeah, Drukhari are awesome and fit my playstyle. The reason Drukhari are so awesome to learn, is because they are very focused on how they play, you cannot avoid using their strengths because they do not allow the illusion that other strategies are possible, you either use infantry-and-transports and hit-and-run or you don't use anything at all. This is why people can manage to learn to play them effectively faster. Aeldari on the other hand, are harder to figure out by beginners. I personally struggled to become profficient with them too, and i suppose most did.

But i don't agree that Aeldari are weak. Compared to the Drukhari they have other strengths that Drukhari lack. For example, Aeldari have very powerful late game units. Wraithknight, War Walkers, Scorpions, have no alternative on the Drukhari side. They have better fighting vehicles as well all-around, for example upgraded Fire Prisms are far better than Ravagers. They do have the Avatar of Khaine too... And their economy in the late game can be really powerful.

Are Drukhari more mobile than the Aeldari? Mostly, yeah. But Drukhari need that mobility since they fight with non-elite infantry the whole game. The Aeldari have strong units and despite this, they can have really mobile units. Especially in the late game when their War Walkers and Scorpions can gain +1 movement and move through cover....

As for Web Gates, i don't find an issue with them. I do not enable any Webgate i need for cities that i do not have the ability to protect, unless i also turn it into a city during the same turn. The rest, if the enemy has an Aeldari/Drukhari player, i capture ASAP in order to prevent the enemy from having them (it is a cheap trick especially with the research to remove the cost). If not, i leave them alone. I don't care if enemy factions destroy them, since later in the game i have tons of mobility and don't really need to teleport them, even Scorpion can have 4 movement and move through cover and is probably the strongest tank in the game.
AlphariusOmegon87 Dec 18, 2023 @ 8:39am 
Yeah the Scorpion is nasty! You do raise some good points too. I guess the real question here is: who are the CA supposed to be??

Up until this point, people have assumed that they are 'glass cannons' but with the Drukhari out now, that mantle has firmly been bestowed upon those guys! I think the true difficulty with most of us (myself included) not being able to master them is that they seem to lack a distinctive characteristic as a faction.

The thing that absolutely pisses me off about the gate mechanic though is trying to defend one even when you have a powerful army... I can't tell you how many times the AI has bypassed my entire army to destroy a gate that was fortunate enough to survive... that ♥♥♥♥ is beyond infuriating! It's one thing to activate an undefended one but to have one fall with most of your army there.... grrrrrrrrr
TemplarGR Dec 18, 2023 @ 8:59am 
Originally posted by AlphariusOmegon87:
Yeah the Scorpion is nasty! You do raise some good points too. I guess the real question here is: who are the CA supposed to be??

Up until this point, people have assumed that they are 'glass cannons' but with the Drukhari out now, that mantle has firmly been bestowed upon those guys! I think the true difficulty with most of us (myself included) not being able to master them is that they seem to lack a distinctive characteristic as a faction.

The thing that absolutely pisses me off about the gate mechanic though is trying to defend one even when you have a powerful army... I can't tell you how many times the AI has bypassed my entire army to destroy a gate that was fortunate enough to survive... that ♥♥♥♥ is beyond infuriating! It's one thing to activate an undefended one but to have one fall with most of your army there.... grrrrrrrrr

The AI is programmed to prioritize easy kills. It makes sense, easy kills drop enemy morale while improving your own, give exp, and remove an enemy unit fast from the game so it can't hurt you or be used by the enemy. Web Gates are priority targets for this reason.

The key to Webgates is understanding that you aren't supposed to have them all (which makes the relevant Steam achievement ridiculous). The base Webgates you need are those 3-4 you intend to potentially turn into cities, and are typically close to you. Next in the hierarchy are Webgates near any allies you may have, having them in order to coordinate with allies is a nice-to-have but it is not the end of the world if you lose them. And since enemies are less likely to destroy them at least early on, you don't have to rush enabling those unless you fear an enemy (Dark) Eldar player may get them first. Last in priority are webgates near the enemy, those are high risk high reward webgates. Very difficult to acquire and keep, and very potent if you manage to keep them intact. So their power is balanced by the difficulty to keep them.

All in all, if you focus mostly on securing those near you to make them cities, you won't have an issue winning the game. And those are typically easy to acquire and defend. The rest, if you can, great, if not, no biggy, no reason to be upset. Eldar are mostly very mobile in terms of units, you don't need to teleport that much. Honestly, even the Drukhari don't need to teleport using portals that much, i don't even use their ability to make a portal that much, i have only used it once or twice until now. Prefer to keep it for emergencies and save the influence. They are really mobile without it.

As for the Eldar identity, basically they are a turtle faction. You are doing guerilla warfare early in the game and try to setup a nice economy and tech up in order to unleash your endgame power. They are very similar to the Astra Militarum in that regard. Main difference is that Astra Militarum tends to be tankier but less mobile, and Eldar are more mobile but not that tanky.
Zbychu Dec 18, 2023 @ 10:55am 
honestly my problem is that aeldari are atrocious on a huge map yea they have a highly mobile transport that can traverse water but when you consider
1. Imperial guard has an Air transport (way faster and ignores terrain penalties for movement when considering land transports)
2. Mechanicus also has an Air transport
3. Space marines have drop pods
4. Necrons have Mobile webway gates in monoliths
5. Orks have weirdboy teleport (which is crazy good)
6. Tyranids have an underground tunel
7. And now Drukhari have temporary webway gates
then you realise that highly mobile aeldari are the best of the worst in the mobility game outclassing only tau, chaos and sisters
Grotzel Dec 18, 2023 @ 11:46am 
You are ignoring that the Eldar can use the webway gates for more than just infantry.

1. Valkyries are more expensive and difficult to build then wave serpents -they also can't teleport. But ... how DARE you ignore the trusty old chimera! ;)
2. The Mechanicus air transport is nice for heroes and perhaps the odd squad - but its very limited transport capability is a definite downside. Also: again, an air unit - perhaps cheaper in this case , sure, but still rather expensive to obtain.
3. Late in the game.
4, That is indeed a great mobility advantage, although - as far as I know - limited to infantry and heroes.
5. Cause Orkz are da best! :) (Still, that's late game stuff).
6. Again, late game stuff.
7. Well ... they are kind of related to the Aeldari and designed to be even more mobile. No one argues that.
Last edited by Grotzel; Dec 18, 2023 @ 3:30pm
Zbychu Dec 18, 2023 @ 12:28pm 
haha true the chimera is the true exemplar for the transports and glory of the imperial guard

and yes the aeldari webway can teleport vehicles but it doesn't really matter when you dont have the webway gates anywhere, at least the other factions have real options no mater if late or not much useful they at least exist

but you are correct that every option except the superior masters of the warp that are the orkz (weirdboy teleport) and their lesser known counterpart that are the space marines (drop pod) can only transport infantry (still great because infantry is the only unit type that is slow)

alas i have to be content that from the war of heaven the necrons and orkz kept their advance tech while the aeldari stagnated ;)
Cursed Hawkins Dec 18, 2023 @ 2:27pm 
Originally posted by Phaeron Amarkun:
I have solution for you
Use this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3111033636
Or use OCC, which increases the health of the Webway gates to 700, which they're going to need that health since that mod also rebalances the squads of the factions to have more models since some can be up to 50 in size.
TemplarGR Dec 18, 2023 @ 2:54pm 
Originally posted by Zbychu:
honestly my problem is that aeldari are atrocious on a huge map yea they have a highly mobile transport that can traverse water but when you consider
1. Imperial guard has an Air transport (way faster and ignores terrain penalties for movement when considering land transports)
2. Mechanicus also has an Air transport
3. Space marines have drop pods
4. Necrons have Mobile webway gates in monoliths
5. Orks have weirdboy teleport (which is crazy good)
6. Tyranids have an underground tunel
7. And now Drukhari have temporary webway gates
then you realise that highly mobile aeldari are the best of the worst in the mobility game outclassing only tau, chaos and sisters

Things don't exist in a vacuum:

1. Imperial guard units are overall slow with few exceptions. Definitely much slower than Eldar units. Also Eldar infantry do not really need transportation later in the game. Wraithnights can walk and jump on their own, Warlocks can teleport on their own, Eldar heroes are mobile too. It is only Wraithblades that may need transportation and you have a decent transport for them. On the other hand, imperial guard infantry and heroes definitely need transportation.

2. Mechanicus air transport is limited in cargo space and very easy to kill.

3. Space Marines indeed are more mobile at a steep influence cost though. But space marines lack the powerful late game units the Eldar get, and their infantry is very slow. Even their vehicles are mostly very slow. Without the drop pods and the stormravens Space Marines would have been the slowest faction in the game....

4. Monoliths take ages to reach anywhere on the map, and are killable units. And teleportation costs influence and can only teleport infantry (not even a Ctan can teleport). They are a good option of course, but with those limitations. Necron units with few exceptions tend to be slow as well.

5. Orks are a very slow faction in general. Even their transports tend to be slow. Their infantry is definitely slow, their heroes are slow, and aside some early vehicles, their vehicles/walkers are slow too. Weirdboy's teleportation is what evens the scales, without it Orks would have been a snail faction...

6. Tyranids tunnels need to be made first, you need to create a late game monster, create an entrance near your base, move it aaaaalllll the way until the destination, create an exit there, and then keep it alive until your units move through. It is a hassle. Seeing as Tyranids without the T10 tech Adrenal Glands are a snail faction with few exceptions, those tunnels just even the scales a little.

7. Drukhari have mediocre vehicles in terms of fighting ability, and have to rely on mostly not-that-tanky infantry to fight. Some of their staple units like Wracks and Cronos are very slow as well and are required to have a resilient frontline because their other more mobile infantry dies easily. Also creating and using portals costs significant influence and influence is very important for the overall Drukhari economy, so there are limitations on that mobility.

All in all, Eldar are one of the most mobile factions in the game, if you ignore the various teleportation abilities and judge units on their own mobility. And they could potentially use Webgates as well if they can keep those alive, and at the very, absolute minimum, they can use teleportation between their cities, even if all other webgates get destroyed.... So it is unfair to cry about their mobility so much, seeing how many 3 movement units other armies get.
Grotzel Dec 18, 2023 @ 3:29pm 
Originally posted by Zbychu:
haha true the chimera is the true exemplar for the transports and glory of the imperial guard

and yes the aeldari webway can teleport vehicles but it doesn't really matter when you dont have the webway gates anywhere, at least the other factions have real options no mater if late or not much useful they at least exist

but you are correct that every option except the superior masters of the warp that are the orkz (weirdboy teleport) and their lesser known counterpart that are the space marines (drop pod) can only transport infantry (still great because infantry is the only unit type that is slow)

alas i have to be content that from the war of heaven the necrons and orkz kept their advance tech while the aeldari stagnated ;)
Agreed, da Ork are da smartest and da greenest! If you paint your weirdboy red, they are clearly also the fastest!
Though ... as much as I like your War in Heaven analysis with the stagnating Eldar ... I feel compelled to point out that even merely transporting between cities can be very helpful, depending on the circumstances and the distribution of your cities. If you are stretched out or fighting enemies on multiple fronts, webway travel can still be essential. Not to mention the scenario in which you are partnered with an ally - as TemplarGR pointed out.
Last edited by Grotzel; Dec 19, 2023 @ 3:48pm
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Date Posted: Dec 18, 2023 @ 5:45am
Posts: 20