Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Warlok May 27, 2023 @ 8:11pm
About The Whirlwinds...
They seem underpowered. I was worried to hear that they were in the Tech Tier 2, and then when a cohort utilized them we were quite unimpressed by the damages, no matter the munition.

As it is, the Whirlwind doesn't do much damage beyond that of the bolter turret on a Rhino. Against pretty much anything. Range 3 is good, but as a Space Mariner I would never build them.

Usually you devs hit the mark on this stuff, but not this time...

(Perhaps dramatically raise the armour detonation of the one type of missile, and add some type of burning to the incendiary?... Something...)
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Showing 1-9 of 9 comments
Shin May 28, 2023 @ 1:00am 
I think they are designed mostly against light infantry like cultists or guardsmen and also to disturb enemy movement. Use them in pairs because to get the new ability which can slow down enemy infantry. Flame ammo is just useful if targets are in cover. Whirlwind is still very cheap to build for 40.
Shin May 28, 2023 @ 1:50am 
Ok, after further testing it seems indeed strange that often the incendiary ammo performs worse even in cover against light troops than the normal ammo. Maybe it needs a slight change.
Warlok May 28, 2023 @ 2:56am 
Yes - the platform doesn't seem good against anything...
Shin May 28, 2023 @ 3:07am 
It's good against light infantry and slowing them down. It is mainly a support unit. What bugs me is that incendiary ammo seems not to work properly. Is should perform better vs targets in cover but it doesn't. Often the standard armor does more dmg. Flame ammo could need so flamer traits ur upped dmg. Right now t is very rare that the flame ammo does a bit more dmg. Seems very situational.
Warlok May 28, 2023 @ 3:52am 
I'm pretty confident right now a Rhino with a missile pod upgrade does more damage versus anything than even 2 Whirlwinds side-by-side... .

The 'slowing down' trait is only if you mass Whirlwinds, and I would rather field other units that can actually make a kill/do some damage than playing around with these things. No need to pin or slow a unit if it is dead.

Wimpwinds.

Pump them up to Tier 3 or 4, make them do damage that is actually perceptible...
Last edited by Warlok; May 28, 2023 @ 3:54am
Shin May 28, 2023 @ 4:08am 
Nope Rhinos with Havoc launchers do less. When you put Whirlwinds next to each other the difference gets even bigger. Also you need to research Havoc launchers at T6. I don't think Whirlwind is a bad unit for that price. Incendiary ammo could be buffed, so that it feels more different than regular ammo. Slowing down can be very useful. Good positioning is half the battle. Otherwise it will be just too similar to units like Thunderfire cannon.
Warlok May 28, 2023 @ 6:42am 
Originally posted by Shin:
Nope Rhinos with Havoc launchers do less. When you put Whirlwinds next to each other the difference gets even bigger. Also you need to research Havoc launchers at T6. I don't think Whirlwind is a bad unit for that price. Incendiary ammo could be buffed, so that it feels more different than regular ammo. Slowing down can be very useful. Good positioning is half the battle. Otherwise it will be just too similar to units like Thunderfire cannon.

You're being far too charitable. Bottom line: I would not build that unit.
Last edited by Warlok; May 28, 2023 @ 6:42am
Shin May 28, 2023 @ 6:51am 
I would. It is not a bad unit imo.
Apparently the fire ammo has some special cases were it is useful. Bikers with jink, rangers with ranged dmg reduction, pinned units. So there is that.
Stardustfire Jun 25, 2023 @ 12:44am 
Problem is how AE Templates where converted into Gladius. In TT Whirlwinds strong point isnt its dmg output, but its big hit Template, ending in alot of UNITS hit at the same time with proper planing. In Gladius all AE Templates where lazy converted into something only affecting more Models in ONE UNIT.
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