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True enough, but if you're confident you can handle it, you can get three times as much currency exploring all rooms. Level one tech priest or level three after a mission; this is one of those strategic choices you have to make.
I use one ranged skitari and the rest servitors at this point. Why? Because I'd rather spend the currency levelling my techpriests than adding ranged units. Not to mention, that extra cog from getting damaged means closer to firing one of my larger weapons rather than a popgun.
I'm sure as the game progresses I'll start using more advanced support, but so far so good.
Oh god that mission. I did manage to beat it, but I'm not certain if I got luckily or I megaman'd it by beating a previous mission that made it easier.
Essentially, what you wanna do is see if anyone offers a mission that will give you level 2 servitors. When they hit level 2, they get a Taunt move that gives them 1/1 armor rating for a turn. I also did a mission that gave me a repair mechadendrite for the backpack slots and used that to top off the servitors as we slowly advanced towards the Destroyer. He has no armor (at least in my two runs he never did) so save your servo skulls for buffing your servitors or collecting cogitation points if neither of your guys have a rank in lexmechanic.
Here's a playthrough with 2x Techs, bog standard servs. Full disclaimer - I bodged the first attempt at the mission.
Successful mission Starts at 30 minutes
https://youtu.be/-ANmvs1bfgA?t=1824
Successful mission Starts at 30 minutes
Something seriously wrong with you if you have problems with this mission tbh.
To be fair i've seen mulltiple situations where he shoots for two turns in a row and will deal 5-7 damage per hit, meaning he will kill a unit guaranteed. I think that's where many players would fall down.
A few general pointers:
Always reveal stats by using servo skulls on stronger enemies. Void Admiral e.g. uses shroud of shadows which changes his 5 dmg shield type x to type y and vice versa round after round. If you reveal him ONCE you always know what he is resistant to, otherwise you'll waste your shots and have no idea what your impact on them is.
Canticles allow you to ignore armour, deal extra dmg of a type and heal tons of dmg. Use them. Even if you don't need to, use the heal canticles to save on blackstone by healing your Techpriests in the last round of battle, hence you save on repair costs.
Melee: Melee CAN be important, make sure your toughest Techpriest has a melee weapon. You can threaten attacks of opportunity to guard weaker members of the cohort and sometimes blatantly approach melee range just to disable an enemies superior ranged attack. Rule of thumb: if they are strong at range, they will we significantly weaker in melee. If they want to disengage and then fire, you deal dmg for free, attacks of opportunity do not gain you machine spirit anger, but they also cost no CP. A free hit is a free hit and you forced an enemy, even if you did not kill it, back a few squares, away from you other members of the cohort.
Skills!!! Some lvl1 abilities are HILARIOUSLY OP. Like using a weapon and ignoring CP cost with a 3 round cooldown. Yeah, I have a techpriest that has only CP weapons. Look at the skills of your techpriests and make them complement each other. Lex-Mechanic and Dominus are the first two good ones, however some skill progressions are not nearly as amazing in the end as others and often 2-3 skills will just do in some trees. There are also lvl1 abilities that give 1 free CP when the unit is activated (starts its turn). Skills make you entire team more capable, with a few exceptions. But the investment of blackstone IS worth it.
Servitors ARE cannon fodder, the game explains this to you exhaustingly on at least two different occasions. Hence they are free to deploy (no blackstone cost) and give you CP when hit (but not when destroyed):
Servitors are mainly useful to prevent melee necrons (scarabs, flayed ones, void admiral, etc.) to reach your Techpriests as you can put them into choke points and enemies moving past them will draw opportunity attack. Large necrons (e.g. Destroyer, Void Admiral) will be unable to pass them entirely if you use them to block chockepoints. Servs are worthless otherwise.
Your Techpriests are A LOT FASTER than almost any necron, excluding warforms (hoverbody). There are some battles which you will find that aggression is good, in others you will have to tactically retreat while using superior range (again, check out skills, dominus gains extra range) weapons to thin the ranks.
Always go the extra mile and remove downed necrons from the field with extra attacks, unless you are absolutely sure this is the round in which you can finish the map.
There is a pretty blatant and obvious solution to most things. You should count enemy movement speed in the Noosphere (Space) and then go from there. Always make sure you have enough CP to run away and use Servitors to block their path if they are melee. They will always attack. No matter the target. So they will never ignore Servitors to seek a longer path to a techpriest if they can't reach them in 1 round.
The scenario at hand, again: Retreat and make use of the necrons general low movespeed. They will always be aggressive, with few exceptions (Cryptek, Deathmark) and come for you, this alone will help to lure the fast and agressive ones away from their bulk. If they are really strong (20+ hp) use your canticles to:
1) Ignore armour
2) Deal extra dmg
Last but not least: Mission order.
Wargear alone is not everything. Global upgrades (golden background) and Techpriests are super important. Take missions accordingly. CP upgrades are extremely useful, given they are a resource that every Priest can use and at the end of each battle, all remaining CP on map are collected. Makes a grave difference if you can maximally store 4 or 8, don't you think. And missions that get you techpriest you should always do ASAP. A force of 2 can feel negligible while 3 are an apocalyptic powerhouse.
I am unsure how you can find this so hard. You are literally the only reviewer talking about "too hard". Is there a possibility you can make a short video for Youtube and put it up here? It's easier for us to tell you what you could do better or what mistakes you are making when we can see you fight. Your descriptions is pretty vague and salty at best, not much info to get from there. You can also add me and I watch your steam stream, but apart from the things I already said, I can't think of much more you might be missing. I personally find the game pretty easy, although some scenarios are extremely intimidating. The game punishes you severe for mistakes, which it goads you into doing. But if you keep cool and play your strengths, the necrons have no chance.
EDIT: I forgot: MIX WEAPONS! Area, CP weapons, energy and physical. There are missions that will punish you if you don't have strong single target dmg or area dmg.
Xenos filth, by definition, is inferior to the light that is the Omnissiah's grace.
____
End of strategical tutorial
0.321.018.M3
Just got close to him and fought it in close qurters. If I recall corectlym he haven't made a single shot. Perhaps that saved me, that he don't have mele attack?
No, destroyer is super easy. No noticeable armour, just lots of HP. Proper positioning is key in this game, however.
devs, ARE YOU LISTENING??? YOU MADE THE GAME TOO HARD