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Wow, that is great work, how was the difficulty? I also tried to move those knights at the first turn, but those overwatch shots are really painful, coming from all directions....
If you do have one knight surviving the first round, I think the best course of action is putting his rear armor against a huge wall, as has been said before. For some reason, at turn two, most of the ork units will just gather around the survivor without trying to kill it (!) nor trying to take the point you're supposed to defend (!), or by mistake only.
Most of the gargants and armor they have will turn their rear armor to the imperial guard reinforcements.
So, ultimately, the surviving Knight is an ork magnet and it's pretty easy killing off an army who's not willing to fight. The IG can make short work of those orks. But to have a surviving Knight is just a question of luck during turn one.
(PS : I did it on Grim Darkness and did not observe any major ork reinforcements, nor did I feel it added to the difficulty ; all ork units just stood there, waiting for their deaths...)
(PPS : this mission probably needs some patching.)
No it is not that mission, you will see the 'fall of house' mission soon.
Impressive. I'm trying in veteran difficulty, but for the most of the cases, 2 knights couldn't make at the first turn.
Supa cannon is really brutal. For very few cases one knight survived the first turn, usually around 100 HP. But he couldn't survive the second turn at all. I tried to kill supacannons over gorkanauts since they are the major threat to knights, but even than, warboss and mega-nobs melee finished the survived knight.
So, I don't know how can I save at least one of them. Poor knights. The mission design was too brutal for them, I just wished to give them a chacne.
The set up is very brutal indeed. But the mission briefing brushed the painting quite well if not very quickly : the Knights were so fond of themselves, they had to fight on ahead against all advice and ended up stranded in a sea of orks... I don't know if they deserved to die like that, but they sure did get what they asked for.
Clear the mission is not that tough, especially in veteran difficulty. But I just hope to play with those knights bit more :P Oh well, They die fighting, and killed weirdos at the first turn.
But the actual battle itself was disappointing.
I wound up taking 3 basilisks, the two Valkyries, several tanks (mostly Leman Russ Main Battle Tanks, one Vanquisher, and a Punisher or two, I think), and a whole mess of infantry, including a bunch of Tempestus troops.
What I found was that the armor takes forever to get into position to actually do anything, and when it does, it really isn't all that good at its job. The combination of Morkanauts (or is it Gorkanauts?) and Killa-Cannon battlewagons tends to wipe the two knights out within two rounds at most. Even when they stand back-to-back or up against a tower, they just drop really quickly.
I used them to each take out a weirdboy, which helped, but even then, they simply lack any kind of anti-armor capabilities, and most of your tanks and troopers are weak vs. armor (especially Morkanaut armor).
On top of that, the actual map itself seems tailor-made to grind your army to bits. The entrances to the central area screen your troops, but also prevent them from firing in, and still leaves quite a bit of open ground for troops to cover to attack. IG troops simply melt under fire in most cases, including Tempestus troopers. So you end up having to funnel troops into what eventually becomes an ork defensive position through four narrow, well defended spots.
The valkyries helped, since they were able to take out the battlewagons with their missiles, but even then, I had to keep popping them up to fire once or twice, then dropping back behind the mountain ranges. Only my artillery could keep sustained fire on the enemy.
The armor likewise didn't last long once it entered combat, even with infantry support. It simply got overwhelmed. Even when an ork shoota boy can only cause 5 points of damage against a tank, when you mass a ton of them, PLUS ork troops who can actually cause real damage, the tanks can die pretty quickly. And all of that assumes the Morkanaut doesn't close to melee range, at which point, you're screwed.
I beat the mission, but I have to say, I didn't find it particularly fun. Although it was unsatisfying in different ways, the feeling of "Jeez...that felt like a waste of time..." was similar to how I felt when playing the WH40K: Armageddon DLC for Golgotha.
I dunno. Maybe I played the mission "wrong," but it struck me that, even after winning, the deck was stacked in such a way that how I won wasn't all that much fun.
First eliminate the weirdboys. They must explode. full artillery strikes on elite inf and hit as much as possible. full forward with all units. mostly scion elite and tanks. two walkers. two valkyries. best if the valkyries go and at least onne kill the supawagon hiding in the corner
The mechs killed the weirboys and went one place south. Second turn I weakend up the line again with artillery and kill elite inf.
Chimeras brought up my Scion elite. Go again south with knight. full throttle with all other units. When you can get your knights out of that mess then its getting easier.
This was the hardest mission I played with this game. And yes, I reloaded a lot for this outcome, but I wanted to test if its possible.
Prost!