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Which did you like best so far? (And yes - booh to boring regular Space Marines! ;) )
Hmmm ... Aeldari or Drukhar? I really like both ... and am not entirely sure yet which one I prefer. They share some similarities, especially the whole webway mechanic and, of course vulnerable but deadly infantry.
Webways are fun - they allow you to get an early impression of the map - and where your enemies are, great for team games where you can build next to an ally (even an option if you play with an AI ally) ... and occasionally a neat option for emergency bases / surprise attacks. Although both are risky. Claimed webways immediately become a target for every neutral in the vicinity. It is generally best to travel through Webways you have secured by building a city there.
Aeldari have pretty much full Too Many Voices support (Drukhari sadly none ... yet) ... so that's definitely a bonus point in their favour!
I really like the lore and aesthetic of the Craftworld Aeldari. Their infantry / heroes are really mobile - and I love that you can take an action with them AND then move. Nice little twist. Their vehicles are pretty good, too.
The Drukhari are -fitting to their character - like the Aeldari ... but more extreme. Even slower population growth (at least in the beginning ... which can make the start a little tough), in many ways even more mobile (although without the benefit of being able to take an action before moving) and definitely more deadly. I love that their infantry stays extremely relevant - infantry is the core of every Drukhari army. They get even more powerful than usual with experience - another reason you have to be careful with them ... aside from their fragility. Even the Drukhari vehicles are less sturdy than Aeldari vehicles.
The little tricks you can pull off with Aeldari - putting infantry and heroes in a transport and then sending them through a webway gate - is a central mechanic for Drukhari ... another thing I really like about them.
The the 4 have their charms:
Thanks for the comparison between the Drukhari & the Craftworld Aeldari. Will probably try the later first, and probably the Drukhari at a later time.
The Mechanicus are pretty good indeed - well, once I got into the proper mindset for them. My enjoyment of the factions is probably far from rational ... what I know about the lore of at least some of the factions tends to contribute to my preferences. For example, the Gaunt's Ghost and Ciaphas Can novels both helped me place the Guard right next to Orks in my list of favourite factions. Plus the whole underdog feeling is very atmospheric! (Part of the reason why I like the Guard's infantry). And Orks ... well ... you already put it very nicely: Orks are Orks! :)
(The Lore is also part of the reason why I place the Battle Sisters in third place.)
By the way ... as an affront to the lore: I have to admit that I also commited the a sin of uncharasterically not recycling my wounded Tyranid troops in the nearest pool in my first game with them. It goes against all my instincts! ;)
Noodlesocks makes a good point: temporary webway gates ARE without any question certainly great! I should probably point out that with Drukhari you also get all the benefit of them being the latest faction (for now); the roster is larger than those of other factions without unit dlcs ,,, and the campaign spawns some units from previous factions. Not that this should necessarily convince you to buying them first. The Aeldari unit roster is merely 'missing' a few units ... and the general nature of the faction is more important.
As a tiny sidenote: there are minor references to especially the Aeldari campaign in the Drukhari campaign (not a big deal - more a case of you'll might recognize a few tidbits of it if you've played through it).
For me the Aeldari have better units than the Drukhari who specialize in doing drive by's
Drukhari can be braindead strong (Drugged Wyches spam anyone? cheap Scourge spam? No?), but they can also be pretty frustrating to play, because they are not very tanky.
Even their vehicles are pretty flimsy, so if you mess up it can be hard to recover (And hopefully their busted infantry is getting nerfed soon)
The fact that Aeldaris can claim gates for free with a tech is already a big plus.
But also if you're not a fan of the glass cannon approach, you can go the vehicle way, which has a more traditional "Tough units with medium damage".
Furthermore their "infantry zerg" strategy (Guardian spam) is more satisfying than the Drugged Wyches of Drukhari (if only because you don't get walled by Umbras or cliffs)
Thinking a bit more about his, if I had to choose which faction I'd play first, I'd very likely go with the Aeldari. Not because I like them more - as I wrote, I have a hard time deciding if I prefer one.
The Aeldari came first, which - as I wrote - has potentially some minor drawbacks - but also the significant advantage that they have great Too Many Voices support (to be honest, that might already be the deciding factor to me).
The Drukhari are the more exotic choice and indeed likely more tricky to learn and use the webway extensively. I think learning basic webway usage from the Aeldari feels a little more organic ... but that's merely a vague notion ... hardly a huge obstacle.
By the way, If you choose Drukhari, you need to be aware that influence is extremely important for them. They can gather it through fighting (although I think Orks are better at that) but they also need a lot of it. Similar to Orks, you need a certain amount of influence (would have to look it up - but I think the first level of benefits is around a store of 200?) to get some benefits (in their case bonus loyalty) - but you'll also need it for webway use and drugs (and, of course, possibly hero equipment). With Orks, you'll likely always be swimming in a vast ocean of influence - which is part of why heroes are so great for Orks - my impression of Drukhari is that they are going to have to work on that a bit harder.
Orkz don't care wether they win or lose they just want a propa'h fight as the ancients intended
it woud have been a more logic question to ask why some nid units dont generate biomass by winning. or even more obvious why lictors dont generate knowledge that way. in TT Lictors are a Elite Unit, not a mass unit like some ppl use them as in gladius. and there role is forward recon, not active mass murder. they do it by catch some targets and extract knowledge from there brains, and getting genetic samples for the pool...
Grotzel, expect my opinions about different factions, listed in my 2nd post in this thread, will evolve over time ... if for no other reason that I haven't researched every option for each faction, much less used all of the unit types.
As for the topic I do actually prefer Aeldari! The sense of impending doom of losing the webway gates feels more real to them (given that someone's pointed out the DE can make their own temporary portals), which is an interesting theme. Also, I really like the Scorpion.