Warhammer 40,000: Armageddon

Warhammer 40,000: Armageddon

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Rough Guide To Steel Legion Units
Autorstwa: Logliu
Goes over ther rough strengths and weakness of the Steel Units, Pirmarily for those unfamiliar with either Panzer Corp or Warahmmer 40k and are a bit lost.
   
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Introduction
This guide roughly says what does what. It it by no means perfect or the end all, but may be useful if you're lost.

Steel Legion
-Steel Legion units focus on ranged combat. If an enemy units gets adjacted to them and engage in melee you will lose out. The initiative of the units is usually higher than orks, but lower than space marines. Most of your fighting power will be in your vehicles, tank and artillery. You have access to the most powerful units in the game: titans.

-Infantry
-Best used in cities or prepared positions infantry are a necessity, if only to follow after your titans and take points they cannot. While the Steel Legion's Infantry is not the best, they are cheap and almost always handy.

-Walkers
-Great scouts with high mobility. Both variants are armed with anti-tank weaponry and can take advantageous positions to engage easily. Steel Legion Walkers are only scouts though, and will die in prolonged fights if not pulled back.

-Vehicles
-Useful units that do almost everything but best used in a support role. Typically they cannot take the brunt of the fighting although they often play pivotal roles in it

-Tanks
-The main fighting units you'll probably use. They range from Leman Russ medium/heavy armor to superheavies like the Baneblade or Shadowsword. They come with various arms for various jobs. Some specialize in anti-infantry duties, and some anti-tank combat. Using them effectively will be key to victory.

-Artillery
-Every have too many orks to kill? Artillery, affectionately know as arty, helps, a lot. They can make a tough hardpoint trivial for infantry to waltz in striking from afar and rarely hit back. Most of them have the siege ability cancelling half of the enemies cover (although this trait doesn't seem to work). Some can even swing a battle between titans and gargants. In any case, the problem can be solved with more arty.

-Titans
-The most powerful units in the game, rivaled only by stompas and gargants. Half the time you can walk these through an enemy wave with no problems. They are incredibly expensive and you must learn how to apply their mighty force to get the best out of these mighty avatars of war. They are some of the lesser cost effective units, which combined with their high price can make them not always the best option, but neverthless allways a solid option. They also have double the shot count when they attack.
Infantry
Steel Legion Company Command
-A useful Unit that you should have at least one of in pure Steel Legion.
-It has similar firepower at range compared to Steel Legion Infantry, but also comes with a powerful melee attack.
-It tends to take more losses as Orks are also strong in the melee phase, but if used as a finisher this problem goes away.
-Leadership ability is the most useful thing about this unit, allowing you to keep a higher tempo of combat.

Steel Legion Conscripts
-Cheap Infantry, overall slightly less durable than normal infantry and its combat power tends to degrade faster

Steel Legion Infantry
-Bread and butter of Steel Legion infantry forces. Mediocre firepower but useful nevertheless.
-Decent Initiative.
-More effective per cost than any other available infantry to the Steel Legion pretty much.

Steel Legion Special Weapon Flamers
-A pure melee unit that cannot retaliate to enemy attacks if they don't enter melee.
-Good city fighters vs infantry
-Will be attacked from range only by the ai and generally takes too much damage to be useful.

Hive Mililtia w/ Autopistols
-Worse than Infantry and conscripts in nearly every way. Only useful to fill slots because they're dirt cheap, but replenising exsiting units during the fight may be more useful.

Hive Mililtia w/ Autoguns
-Worse firepower compared to Infantry/Conscripts, marginally better than autopistak militia.
-Need bodybags filled? Militia tend to do that. Use only in cover were they'll be taking a lot of fire for other units, otherwise useless.

Ratling Snipers
-Great scouts
-Squishier, faster, harder hitting and longer ranged than Steel Legion Infantry.
-Over twice the cost and cannot hit enemies adjacent to them.
-Very useful in almost every situation.

Steel Legion Rough Riders
-Horse cavalry, effective in melee range but squishy and best considered infantry scouts/objective grabbers.

Steel Legion Fire Support
-Useful unit that fires at enemies in range that engage adjacent allies. Effective against infantry, especially grot swarms.

Steel Legion Mortar Support
-Similar to Fire Support in helping adjacent allies, but can also fire at enemies behind buildings or other terrain that blocks lines of sight.
-Cannot engage adjacent enemies with the Mortar.
-Same cost as Fire Support and same firepower, but better in city fights orforts usually.

Steel Legion Anti-Tank Support
-Good vs medium armor or lighter, useful on many of the defense missions
-Can take a lot of losses quickly, but has high firepower: ie a glass cannon that becomes very good in fortifications.
Walkers
Sentinel
-Scout with anti-tank weapons. Very useful early campaign, but fragileness means that it should be phased out later on.

Sentinel Armageddon pattern
-Heavier armored version of Sentinels.
-Faster, better aim and better armor means that there is no reason not to upgrade if you still have sentinels alive when these are unlocked.
Vehicles
Tauros
-Fast fragile scout with a short ranged powerful weapon.
-Dies too fast to be much use in most cases but the terror property of the weapon can make it handy.

Tauros Venator
-Ventilates enemy armor by putting holes in them.
-Powerful twin lascannons on a scout platform. Useful for finishing off armor.
-Just as fragile as the Tauros

Salamander Scout
-First form of armor you get
-Slightly slower than Tauros and slightly heavier armored
-Excellent for facing infantry threats, decent vs armor
-Great early game and cost effective
-Always useful because of Fog of War, although firepower and fragileness means that it probably should be phased out for alternatives in late campaign.

Salamander Command
-Same as normal salamanders, but with the leadership property and more expensive.
-Higher initiative also helps makes it worthwhile.
-Loses 1 spotting range makes it worse as a scout, and significantly higher cost makes it a bit impractical if short on money.

Hydra
-Less Anti-Infantry firepower than salamanders
-Eats the Ork flyers for breakfast, then has seconds, and thirds...
-Not really worth it except in certain scenarios that have ork fliers.

Hellhound
-Devastating vehicle that kills large amounts of infantry and hurts their moral.
-Effective vs light armor and sometimes medium armor. Try hitting the anti-infantry ones as Hellhounds will die to the anti-tank ones fairly easy.
-While it is usually great early game, in act 2 and 3 it becomes rather lackluster considering alternative flamer units available.

Bane Wolf
-Want a nastier Hellhound? Have a nastier Hellhound
-Shorter range, more effective vs infantry targets but worse vs vehicles.
-Due to short range it will take more losses
-Losses usefulness faster than Hellhound due to the ai loving to target this unit at ranges it cannot fire the chem cannon.

Devil Dog
-Anti-tank tank that scares the daylights out of the target.
-Most useful vs heavy armor with the main gun significantly better at killing armor compared to lascannons
-Still fragile enough that if should not engage heavier armor without a terrain advantage.
-Can do damage to even Gargants, although is rather bad vs infantry.
Tanks
Leman Russ
-Bog standard tank
-Low shot count means it won't kill infantry as fast as you'd like, but decent vs heavy infantry if no other option.
-Will engage light-medium armor favorably, but struggles vs heavy and superheavy foes.
-Cheapness makes it useful as a cheapish roadblock when there are no fortifications for infantry to hold.

Leman Russ (upgraded)
-Gains 2 Heavy Bolters that allow it to kill infantry at decent speed.
-Good vs everything, excellent vs nothing.
-Best for its ange 3 firepower, as other models tend to sacrifice range for firepower.
-Much more expensive than standard Russ, but not much cheaper than specialized variants.

Leman Russ (armor upgrade)
-Much better armor than standard Lemun Russ
-Still lacks fire power with only the battle cannon and lascannon, cheaper than the (upgraded) version though.
-Overall not very useful, but a better roadblock.

Leman Russ (dozer blade upgrade)
-Has the firepower of the (upgraded) version, but slightly less initiative. Is cheaper though.
-Dozer blade helps movement through difficult terrain. This can help ensure terrain advantage.
-Best used if struggling with funds, all firepower at range 3 makes it useful in harder difficulties.

Leman Russ (weapon upgrade)
-Replaces the 2 Heavy Bolters of (upgraded) and replaces them with a plasma cannon.
-Noticeably better vs all targets (especially superheavies) but infantry at a slight cost increase.

Leman Russ Annihilator
-Expensive when you first get them, but effective.
-The 2 Lascannons are more effective than the battle cannon almost every time, less accuracy though.
-Higher firepower than (upgraded) at a bit of a premium.
-Good anti-tank tank early campaign, but still has decent anti-infantry firepower.

Leman Russ Annihilator (upgrade a)
-More expensive than the Annilator, but worth it every time.
-Really high initiative lets it shoot first vs everything but space marines pretty much.
-Has the dozer blade which can help movement and slightly tougher than Annihilator.

Leman Russ Conqueror
-A faster Lemun Russ
-High accuracy somewhat offsets lower firepower when compared other variants
-One of the cheaper variants, but low initiative hurts.

Leman Russ Demolisher
-The demolisher cannon is very effective vs all targets, but only works at range 2.
-Heavy flamer helps cover the range 1 blindspot of the demolisher cannon, and is very effective vs infantry.
-Equal defense to the amour upgrade variant
-One of the most useful tanks in act1

Leman Russ Eradicator
-Again it’s all in the cannon, this time the nova cannon.
-Good vs all armored targets, but not as good vs infantry as demolisher cannon.
-Less finicky range than demolisher.
-One of the best options when fighting the Skullhamma superheavies in act 1.

Leman Russ Executioner
-Bit of a middle ground between Eradicator and Demolisher.
-Good vs all targets.
-Easier to get the most out of compared to the Eradicator and Demolisher.

Leman Russ Exterminator
-Exchanges anti-tank firepower for range compared to executioner.
-The 2 autocannons are noticeably less effective vs medium and heavier armor.
-Salamander scouts are a better use of a slot in all likelyhood, unless you're using it to build/hold on to exp for a later upgrade.

Leman Russ Punisher
-Point at target, pull trigger, see if something lives.
-Massacres infantry not in cover.
-Terrible vs most armor, although high shot count means rng can sometimes roll in your favor and do damage.
-Better anti-infantry options for cost, mainly useful for higher duarblilty compared to other options.

Leman Russ Vanquisher
-Incredibly good vs armor and longer than normal tank range.
-Expensive end all anti-tank tank in the leman russ sized ones.
-Always can be useful as this can hurt even Gargants without much issue, although fragileness can be an issue.

Destroyer
-Devastating tank destroyer.
-Significantly cheaper than the Leman Russ Vanquisher with somewhat better anti-tank, at the cost of near all anti-infantry ability.
-Faster than normal Russes.

Destroyer (upgraded)
-Really high initiative on par with Annilator upgrade A and Vanquisher.
-Even better accuracy than Destroyers for a near non-existent upgrade cost.

Thunderer
-Demolisher cannon on a stick
-Same cost as Leman Russ but higher initiative and noticably lower durability.
-Faster than normal Russes.

Thunderer (upgraded)
-Even higher initiative and slightly better accuracy and armour.

Macharius
-Superheavy-lite
-More firepower than a Leman Russ with better durability individually, but overall not as useful as Russ variants as units.
-Worse anti-tank, better anti-infantry.
-Due to being unlocked at the same time as other superheavies, and Marchius varaints having the same speed as all superheavies, they can safetly be skipped.
-True superheavy alternative: Baneblade, Stormblade

Macharius Vanquisher
-Replaces the 2 Battle Cannons w/ 2 of the Leman Russ Vanquisher's cannon.
-Much better anti-tank than the Macharius, with good anti-infantry secondary weapons.
-True superheavy alternative: Shadowsword

Macharius Vulcan
-Replaces main cannons with a mega bolter.
-Incredible anti-infantry firepower (out punishes the punisher) with long range.
-Decent anti-light armor.
-True superheavy alternative: Stormlord (and its cheaper).

Baneblade
-Superheavy tank.
-Incredibly powerful main cannon.
-Also has a demolisher cannon and 5 heavy bolters.
-Good allrounder superheavy.

Baneblade (upgraded)
-Another heavy bolter, much higher initiative and higher accuracy.

Banehammer
-Superheavy tank.
-Powerful tremor cannon, but its best vs medium armor.
-2 lascannons and 6 heavy bolters round out the firepower.

Shadowsword
-Superheavy tank destroyer.
-Volcano cannon is the end all of anti-tank firepower.
-4 heavy bolters secondary weapons is subpar for superheavies.
-Often will kill a strength of superheavies more reliably than titans, and more effective vs titans than titans.

Shadowsword (targetter upgrade)
-Increases the accuracy of the tank to 100%, With no terrain it will always hit.
-Expensive, even for a superheavy tank.

Shadowsword (weapon upgrade)
-Instead of increasing the tanks accuracy a much better secondary armament is used.
-4 lascannons and 8 heavy bolters let this thing kill all things very well.
-Most expensive superheavy tank.

Stormsword
-Superheavy tank.
-Only one gun, the main gun.
-Faster than normal superheavies (Fast as a Russ)
-Main gun is mediocre, heavy armor reduction, but middling power.
-Cheap for a superheavy, a poor man’s Shadowsword.

Stormsword (upgraded)
-Gains a secondary armament for a price.
-Secondary armament only really good vs infantry, although the 2 heavy flamers will slaughter them.
-Higher initiative.

Stormlord
-Superheavy tank.
-Megabolter with 2 lascannons and 4 heavy bolters make this thing an anti infantry focused superheavy.

Stormlord (upgraded)
-2 extra heavy bolters and higher initiative.
-Price different is small enough its always worth it.

Stormblade
-Super heavy tank (surprise surprise)
-The plasma blastgun is devastating vs all targets.
-2 lascannons and 4 heavy bolters add a bit of anti-tank and anti-infantry to the tank.
-Good allrounder superheavy.

-Stormblade (upgraded)
-Higher initiative for a fairly cheap price.

Banesword
-Superheavy tank.
-Main gun is a very long range quake cannon.
-Basically artillery, with 2 lascannons and 6 heavy bolters to defense itself.
-Best at range 3, but quake cannon typically doesn't kill enough to make the tank worthwhile over other superheavies.

Banesword (upgrade)
-Usual initiative upgrade.
Artillery
Wyvern
-Like the infantry mortar it aids adjacent allies.
-Lacks range for an artillery piece.

Griffon
-Higher damage, less shots compared to wyvern.
-Also supports allies.
-Also lacks range.

Bombard
-First true Artillery you get.
-Good range and decent damage makes it very useful and ideal for beginning a fight.
-Does not return fire when attacked.

Medusa
-Long range heavy support gun.
-High damage makes it useful, but short comings of durability and unable to return fire means it should finish enemies and not be put in spots that are even slightly risky.

Medusa Armageddon pattern
-Moderate price increase for a durability increase.
-Needed for continued use in campaign, otherwise the cost too much and die too fast. Even with the upgrade getting ♥♥♥♥ is under the list of VERY BAD IDEA.

Basilisk
-Great range, good firepower.
-Bread and butter of your artillery.
-Better than Bombard vs infantry.
-Expensive, yet very very useful.
-Fragile and do not return fire, so don't let the enemy get too close.

Basilisk Armageddon pattern
-Moderate price increase for moderate durability increase.
-Your basilisks should be getting shot anyway, but good insurance for a bad situation.

Deathstrike
-Hardest hitting artillery vs vehicles.
-Bad anti-infantry means that you shouldn't only have these.
-Only artillery effective vs gargants and gives anything smaller a really bad hair day.
-Longest range for artillery, but also most fragile.
-Generally not worth the price unless you're having trouble with superheavy enemies, although if using few/no titans it can save your rear due to the mobility and range it has.
Aircraft
Valkryie
-Cheapest flier, best vs infantry

Vendetta Gunship
-6 lascannons put the hurt on any enemy armor
-Fragility means that engaging bigger targets than medium armor is typically known as a Bad Idea
-Can be used to finish heavy armor

Vulture Gunship
-Most expensive aircraft
-2 lascannons ans 2 anti-tank missiles
-Bit better than vendetta vs vehicles and noticeably tougher
Titans
Warhound Scout Titan
-Wields a plasma blastgun and megabolter
-Large vision radius
-15 HP and incredibly heavy armor makes it as tough as super heavy units
-Has enough firepower and durability to take almost anything on.

Reaver Battle Titan
-For whenever the Warhound actually runs into a problem.
-Best range is 3, where it can fire all 3 of its weapons.
-Can take on a gargant 1v1, although since the fight is basically even nearby support or a shadowsword or other superheavy is required to ensure victory (exception to high experience difference).
-Has massive range on its missile launcher.
-Basically best unit availible to any fraction, and the best you can get in campaign.
-Not invunerable, occasional rest and refit needed for best performance.
Komentarzy: 26
ChaosKhan 3 marca 2018 o 4:26 
You forgot the Ogryns and Rough Riders. I also think that the guide should include the transport options, as later in the campaign, it's not about getting infantry, but getting Gorgons with "infantry flavor" to your liking. I mean, for just 460 points (only 400 with a Hive Milita), you get basically a tank which is tougher than a Leman Russ squad, has comparable infantry and light vehicle stopping power and can traverse any terrain in Steel Legion Infantry form. The mortars enable it to provide some indirect firepower to boot. An extremely versatile unit and the reason the steel legion infantry remains a viable option even when Adeptus Astartes hit the field.
Al 'Mister Grumpy Gills' Capwn 11 lipca 2016 o 17:26 
Can I ask about the Reaver Titan upgrade? Cause I'm not sure how they function that much differently other than the optimal range.
Zanos 18 stycznia 2016 o 11:27 
Ya forgot the ogyens or however you spell them
VX485 30 listopada 2015 o 23:49 
Good overview, thanks. :harderthanhell:
locusmaximus 17 sierpnia 2015 o 15:42 
excellent work
ForAiur 23 czerwca 2015 o 8:34 
Can someone post a guide to the actual GAME!?

There are a lot of things not explained in the campaign or in the rulebook. I don't even know what the red and white numbers mean when I shoot an enemy. Is red what I lose and white what he loses? Or is red his units lost lost and white his lifepoints lost?
mariandavid 1 czerwca 2015 o 13:22 
Excellent - most useful (as are the other two guides)
The US Senate Finance Committee 10 maja 2015 o 16:10 
Hey dude, looks like you forgot the Ogryn
Logliu  [autor] 16 stycznia 2015 o 7:25 
Ah, itsmmore of the individual lascannons on it. it has 3x TL lascannons, and 2 lascannons. If you look on the model this is shown by 8 total lascannons. Most likely, due to the method they use when representing multiple weapons this will be displayed ingame by 2 4 lascannon weapons that the Phobos has. The other option, which I persnally think is less likely, but very possible is they model it all as one weapon, 8 lascannons. They already have a 6 lascannon weapon on the vendetta so 8 lascannons is more likely, but given how the other large # of the same weapons work it'll probably be equiv to the 2 4 lascannons in actual stats.
SievertChaser 15 stycznia 2015 o 23:49 
Uh, Terminus Ultra-pattern Land Raider has not 2 anti-vehicle weapons (i.e. twin lascannons) but 5. That was what I meant.