Warhammer 40,000: Eternal Crusade

Warhammer 40,000: Eternal Crusade

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Eternal Crusade, everything you wanted to know and you did not take care to ask!!
Por Ábalos The GOAT
Semi-useful guide for all aspects of playing Eternal Crusade without staying like a noob when someone ask you in the street, in the supermarket, or in a cashier while somebody is stealing you.
   
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Basic history of W40K
Hello heretics!. The Chaos gives you welcome. Choose a God, takes a numbered ticket, takes seat and waits to the extraction of your immortal overvalued soul.
First is it to give you the congratulation for enter in this guide (now with 18 % less of dyslexia and lacks of spelling) that will lead you across the complex Eternal Crusade with a random player, but before everything a bit of history to understand a bit that goes this not?. (This only is a brief guide that is not going to approach the complete history so values damned heretic this fu*king hard job!). I also want to say that English is not my mother tongue so it is possible (quite likely) that there are things that are not fully understood due to my translation errors. But I'll try to fix them as I go along with them.

A long time ago, when the Andalusians still did not know what naps were, the Empire of Mankind was on fire. It had been reproduced and spread more than the crabs thanks to a great technological advance by lots of planets of the universe and thanks to the engine of warp (with which you got into the realm of Chaos to go faster because the time is different there) and to the geller fields (which protected the ships while traveling through the warp from demons attacks) was possible the interstellar trip, being the planets and the settlers that inhabited in them were relatively close to each other.
As everything good has to end (like the episodes of Game of Thrones in each season) this situation ended at the beginning of the Age of Conflict which, despite other factors, was initiated by the birth of the God of Chaos Slaanesh (Eldars + Eternal life + Pornotu * e = the birth of God sadomasochistic) that caused great tides in the Warp that prevented navigation by it. Leaving most of the planets isolated and at the mercy of alien species like the Orks, creepy things with a lot of arms and moar Orks.
In order to make things worse on Earth things were not much better, it was not self-sufficient and depended heavily on interplanetary imports, and as they were interrupted began a war between different factions (leaded each one by techno-barbarian lords, possibly by the exclusive use of ipods).
But a man born of the most mysterious mystery appeared and with a clear vision of the future of humanity created an invincible army and a dogma that did not believe in religions of any kind, called the Imperial Truth.
That mighty uncle was the Emperor of mankind and created an army of genetically modified soldiers, called the thunder warriors, who conquered for the Emperor all the Earth "dying" all in the last great battle (friendly fire ON) that he gave to the Emperor Total control over the planet Earth.
As the Emperor was an uneasy ♥♥♥♥ he created more soldiers better than the thunder warriors, for if they were only destined to give him control of the planet the Emperor needed warriors to conquer the galaxy.
"They will be my best warriors, these men who give themselves to me, I will mold them as clay and in the furnace of war I will forge them, their will be of iron and their nerves of steel, and with great armor I will cover them, and with the mightiest weapons They will have such tactics, strategies and machines that no enemy will be able to overcome them in combat, they are my bastion against the Terror They are the Defenders of Humanity They are my Space Marines , And will not know the fear "
-Emperor of Humanity

That is why the Emperor created 20 (XX) legions of space marines. And for each one of them created a general, a demigod that guided each legion called Primarch. And just as every Primarch had a part of the Emperor, each Legionnaire had a part of his Primarch or Genetic Father.
The fact is that the Gods of Chaos knew that if the Emperor managed to raise the Primarchs, their marines and, above all, to spread the Imperial Truth through the universe, their days were numbered. Therefore, using fearful sorcery, they removed the Emperor Primarchs while they were still in their growth vats (such as weed), dispersing them by the warp so that each fell on a planet other than the son of "-You release them in the Forest that will grow wild- ". And giving rise to the epic phrase of the Emperor:
"But what the fu*k, I left them here right here, where are they?
To the Emperor this fu*k did not dissuade him at all. So with the legions already fresh out of the oven went to the conquest of the galaxy and the search for their lost children (made a stop on Mars but that's not going to tell).
With the passage of the conquests the Emperor founded his childrens and gave them his legitimate legions. Continuing with the crusade until one day the Emperor decided that he was older and returned to Earth, leaving the Crusade in the hands of Horus Lupercal, the best of all Primarchs.
By adverse situations Horus turned against the Emperor, convincing to other Primarchs that the Emperor wasn´t cool than before and initiating a civil war called the Horus Heresy. That practically put the universe upside down.
Marines who once fought side by side were now stuck with gunshots, slashes and insults over their haircuts. The computation of forces was this:

Traitor Legions:
Legion III - Emperor Children.
Legion IV - Iron Warriors.
Legion VIII - Night Lords
Legion XII - World Eaters (originally War Dogs).
Legion XIV - Death Guard (originally Dusk Raiders ).
Legion XV - Thousand Sons.
Legion XVI - Black Legion (originally Lunar Wolves, then Sons of Horus ).
Legion XVII - Word Bearers (originally Imperial Heralds).
Legion XX - Alpha Legion.
Loyal Legions:
Legion I - Dark Angels
Legion V - White Scars
Legion VI - Space Wolves
Legion VII - Imperial Fists
Legion IX - Blood Angels
Legion X - Iron Hands
Legion XIII - Ultramarines
Legion XVIII - Salamanders
Legion XIX - Raven Guard
Now you will say: -EH YOU, I FINISHED MY BASIC STUDIES, I AM NOT OF THE ALL MONGUER AND HERE ARE ONLY 18 LEGIONS, MISSING THE ll AND THE Xl !! -. And I will tell you: -What a great capacity of observation you have!!, but the fate of those legions is "shhh" secret. (Let no one know of those legions, only they did or something happened to them and the Emperor stopped them in the position, possibly genetic mutation).

Horus with these forces go to Earth and besieged the palace of the Emperor (who was a fuc*ing fully armed continent). But he saw that he wasn´t going to win and he played everything to a card (it put "Duel with your father, pistols at dawn").
In that epic fight between Horus and the Emperor, the Emperor won, but he was so badly wounded that he had to be sitted in a mystical device on Earth called the Golden Throne (like Elvis). Fleeing the traitors legions where they knew that the loyalists would not follow, the Eye of Terror.
From then the Traitors have appeared periodically to give war to the Loyals, sometimes in solitary plan but in other occasions united in Black Crusades that make the loyal ones shine on until they manage to expel them again towards the Eye of Terror .
END!

Weeeell, so long not?, to say that I am only a fan and that the history of W40K is very extensive and complex. There are books, codex and others in case you want to get more interested in it (I recommend it to you). Well now to the game!.
Welcome (again) to W40K !!! Muahahaha.
Despite having more legions/factions, by the time you have to choose between a few, the fact that they put more is still uncertain. But do not be discouraged that you will not get bored.
Now choose a faction, give a name to your player, one that be cool and not do laugh in your enemy heart. War calls you and in the ruthless universe of the distant future there is only war!
Loyal/Chaos Spaces Marines
First (before you start to play anxiously) is to go to the armchair section, which is where you will customize your character. You can only carry equipped for battle 6 equipments each with up to 1000 equipment points on top (1400 for veterans, but You can only use veteran one single time in the same battle, after you die you will not be able to use it more until the next battle). Each thing that teams have a cost and if you specialize in that object (buying it in the progress section) will reduce its cost when equipping it. I recommend that you focus on one single class and complete it until you become a veteran to specialize to the maximum.
-Traitor / Tactic: A soldier of the forefront, useful and capable in all confrontations. Armed with his bolter and youtube kitten videos is able to defeat anyone. The best thing about this soldier is that besides his ample armament he is able to capture zones. Which makes it the cornerstone of any army.
Weapons:

Boltgun: The Boltgun is the most iconic weapon of the space marines (be they traitors or loyal). It has been tried for millennia and has never defrauded its carriers.
The boltgun is preferable to medium / short range, but the truth is that with the proper aim can act as sniper rifle.
Plasma Gun: The plasma gun is a medium / short range weapon, has more damage and more penetration than the bolter, does not need to recharge chargers but you have to be attentive to overheating. He is able to make a loaded shot that, to hit your enemy, stuns him apart from giving him a curious piñazo.
Storm Bolter: What is better than a boltgun?, two boltguns united that are able to send a torrent of bullets on your enemy. The storm bolter is the short range weapon unanimously. Forget to hit anything more than 40 steps. But as you pick it up ... FINISH HIM !.
Meltagun: Don´t like cars?, this is your weapon. The fusion rifle was created when a Mexican ate too many jalapeños and ♥♥♥♥ pure lava. It is short-range (you have to be practically stuck to your target), but for vehicles there is nothing better. It does not work so well against walking enemies.

-Havocs/Devastator: Do you have heavy weapons? This is your class. Give cover fire to your brothers with bfg weapons and watch your body from flying enemies!

Weapons:


Heavy Bolter: Like its lightest namesake, the heavy bolter is right-handed in any situation but it does not stand out in any. Perform suppression fire that makes the enemy can not aim correctly and is capable of drilling armored (to the rhythm of a turtle that yes).

Multi-Melta: Like the meltagun, the multi melta has as its primary objective the enemy armor. It is much more powerful than the rifle and is better against enemy infantry.

Plasma Cannon: Have fun throwing hyper-heated plasma balls at your enemy, the plasma cannon is a very useful weapon that, like the rifle, to keep charged the shot throws a plasma ball at your enemy. Only now it will kill him instantly to hit.

Lascannon: Dr. Maligno's favorite weapon, the lascannon is primarily created to destroy armor over long distances (and state buildings). It takes a few seconds to keep the target pointed for the shot to occur, but the blow to the armor is quite important and deadly enemies.

Autocannon: Exclusive weapon of the Marines of Chaos, the autocannon is an improved version of the bolter, increases its impact damage but decreases its cadence. Get rid of the loyal while you think VIP by using an exclusive weapon!

-Raptor/Assault(Jump): If you retroreactors molt and fly free as a bird at the same time you fall like lightning on your unprepared enemies, this is your class!. Hand to hand cobat class fuc*er that will make you laugh and your enemies will ♥♥♥♥ in your dead!
Weapons: (All energy weapons are capable of armored damage).

Chainsword: Typical weapon of the space marines, it guts that gives pleasure and is the fastest of the non-energy weapons.

Power Sword: Same as the saw blade but with more power of penetration.

Chainaxe:Exclusive weapon of the chaotic marines, slower than the chainsword but more powerful. Obligatory for followers of Khorne!!.

Power axe: Same as the chainaxe but with more power of penetration (can damage vehicles).

Power Maul: Interval between the power sword and the power axe.

Combat Fist: The most powerful body weapon weapon, capable of bursting armor and fortifications. Of course, it is the slowest of all.

- Aspirant Sorcerer / Apothecary: Supporting soldier, his best virtue is to be able to heal friendly troops and, in case of the sorcerer of chaos, to do several harmful spells. The weapons of the sorcerer are only two: the sword and axe of strength that work similar to the weapons of the assault class. And, in the case of the Apothecary, it can be equipped with a bolt or saw sword and Narthecium that can be used to heal wounded or damage enemies. As an extra in the chapter of the Space Wolves as apothecary is the Wolf Priest, who has a Crozius Arcanum (STATS of thunder hammer) as a body-body weapon and a Morkai Fang instead of the Narthecium.

Assault / Assault Traitor (Earth):
This class uses identical weapons as the rapax / assault class, with the sole exception that loyal marines have an enormously useful storm shield that is capable of stopping bullets and strikes alike. Doing (as long as the shield is lifted and lasts its energy) invincible to any damage that comes from the front.

All guns have spaces for their improvement, such as bolts, optics, grips, cannon and ammunition, which will substantially improve the weapon in question.
All classes have secondary weapons (pistols) and a hand to hand knife. The knife can not be changed but improved with a treatment to increase its damage or similar. The pistols we have are the bolt gun, smart bolt gun and the plasma gun. Of all the most interesting are the smart gun and the plasma. The plasma pistol, like the rifle, does more damage than the bolt gun and the smart pistol guiding the target (it follows the target while it is at a distance) that makes it very useful for the body-body or for shots.

In addition we will be able to equip our character with three different types of armor (you have to unlock two of them) that will make us more resistant in the front by increasing the armor and hardness. We can equip this armor with two kinds of equipment and four Trinkets. Teams 1 and 2 are notable improvements in health, armor, mana, damage, hardness, energy, endurance, regeneration, armor / resistance, etc. Trinkets are minor improvements (but not least) of the above. All the armors have equal number of spaces for the equipment and the junk but it changes the skin.
And that's it for the loyal / chaotic Space Marine classes, I hope this section has been a bit of a help here!

Orks (all da u want to know umie)
So you've decided on the Orks, the mushrooms, their hobby to build everything with their sh*t, their unknown reproduction and their dubious quality technology?. Congratulations!, you're going to get tired of seeing a green muscled guy that runs like if he had stuck a stick into the as*hole. GOOOOD!.

Firstly, as with other factions, we have to decide (if you want) in which career you are going to specialize and, like other factions, you will have to play a few games with the preset team until you get points of advance and Chips to buy decent equipment and / or suitable to equip you decent equipment and / or oriented to your style.

In the Orks we have 5 classes: Shoota Boy, Loota, Stormboy, Slugga Boy and Painboy. All being similar (in base) to those of the marines.

Shoota Boy:
The Shoota Boy is the basic and more common soldier in the Ork army, forms big groups with other Shoota Boys and do masssive attacks. In Eternal Crusade is the cornerstone of the ork army because only he and the Slugga Boy have capture keys.
As for the weapons has the Shoota that is a weapon of short / medium range that could be compared to the bolter but I have verified that the Shoota is better (his magazine is 60 bullets). Being able to attach a telescopic scope to make a sniper rifle.
Big Shoota: Less damage at short range than the Shoota and more mid-range damage. It has more penetration power, has a bigger magazine (75 bullets) but takes longer to recharge. And it has more shooting cadence. In short, better than the normal Shotta.
Rokkit Launcha: Weapon mainly anti-vehicle that also shatters enemy infantry. It is one of the only weapons that kill an infantry shot, but the rocket is a little troll and has a tendency to go away for half / long distances.
Curiously, the Shoota Boy has more secondary weapons (pistols) than main weapons. As a body weapon body has the Spike Knuckles(which is an American fist) and as a pistol has the Slab Slugga that would be like the bolt pistol but its cadence is veeeery low, Six Slugga that has less damage, more recoil and more cadence than the piztola but smaller charger (only 6 rounds). The Dakka Slugga also has less damage and more recoil than the slab slugga but has more ammunition (20) and more cadence (I think that is the best). The Pokkit Rokkit Launcha is a pistol that launches rockets to do more damage at the cost of less ammunition and a frightening cadence. And finally the Zip Slugga which is an improved version (improves especially on the charger 40 and the cadence 750) of the Shotta Dakka except for the damage that is very low.

Loota:
Support soldier armed with the big guns to kill umie. The Loota is a heavy weapons soldier specialist in medium / long distance who has to be careful with specialized hand-hand enemies.
In his list of weapons we started by the Dakka Deffgun that would be the ork equivalent to the heavy bolter and just like him his greatest virtue is to make suppression fire to the enemies to which you shoot.
Then we have the Kannon Deffgun that is a fuc*ing cannon that throws some cucumber pepins. It deals damage to the infantry by area (which it eliminates from the hit) and does a lot of damage to the vehicles. It's great for making a good elimination score. But it is necessary to hold the trigger tight (as with the siege tanks) so that the shot will occur so your targets will have to be still or, in case they are moving, have sight and know where they will be when the cucumber Leave the barrel. It is not recommended to use it in closed spaces since you can kill yourself and / or kill your own brothers. It has another mortar type shooting mode to kill enemies after toppings.
The Plasma Deffgun is one of my favorite weapons for the lotta, it's an automatic plasma shoota that does not stop launching superheated plasma cucumbers. It is not very precise in long bursts but in short and does not do much damage to vehicles but for infantry in medium / short distance goes of luxury.
And finally the Zzap Deffgun that would be the equivalent of the laser cannon of the marines. The only thing this one throws a ray much more showy. As the laser cannon your ideal distance and your target are vehicles and long distance.

Stormboy:
Stormboys are infantry with retroreactor (in this case they carry a rocket stuck, probably with their own sh*t, to the back). So you can see them skimming the skies before standing before your face and splitting it to pieces while they discover you.
Among its weapons is the Choopa which is a simple (but not less lethal) scrap piece sharpened with a sword shape, then there is the Choopa Axe which is the same as the slicer except it is slower and more powerful, then we have the Clubba that would be an interval between the slicer and the choppa axe, then there is the Chain-Choppa which has, paradoxically, the same attributes as the choppa. Then we have, at last, the first energy weapon of the Orks that in this case is the Electrified Coppa which is a choppa axe but with more penetration. And lastly we have the Power Claw, the most powerful weapon in the Ork armory as far as the body-body and that would be the equivalent of the combat fist of the Marines.
As for the pistols are the same as in the Ork Shoota class.

Slugga Boy:
Hand to hand class go to leg (or vehicle) on the map. Their primary and secondary weapons are the same as we have seen in Stormboy (up) with the only exception that the slugga boy can be equipped instead of a pistol an Improvised Shield that would be the equivalent to the storm shield of the marines, able to stop bullets Blow for a while.
Painboy:
The painboy is the Ork healer class. Its main weapon and object to heal is the ´Urty Syringe, the ´Urty Syringe (with their use like a hand weapon) causes damage by poisoning enemies so the damage is direct to health instead of having to finish first with the armor.
Its secondary weapons are the pistols that can equip all class capable of it with the unique exception of the Sicky Slugga, that is equal to stats to the Slugga Dakka but with less damage but it causes damage by poisoning.

The painboy is also able to throw a Dok Bomb that will create a healing area to heal allies into that area. Or throw poisoning grenades called sicky bombs that do only health damage ignoring the enemy armor.

It must be said that when the game has lasted 15 minutes and remain the last 5 minutes of game the orks scream the WAAAAAAGH!!!!. That makes them run more and instantly respawn. The only bad thing is that when they are injured they die automatically (they can not lift them).

And that has been all for the Orks. If you want to know about your vehicles you have to go to the Vehicles section.



Eldars (we are NOT gay and YES our vehicles float just to annoy you!!)
So Eldars not?, they say that their empire is in decline from birth (or even earlier when they began to go rare sado rolls) of the Chaos Slaanesh god but personally I think it is due to their innate homosesuality that causes them not to touch their womans with a pole (lol). If you play with them on table W40K you have my most sincere respect as they are ♥♥♥♥♥♥♥ hard(RESPECT BRO).

The eldars, as is normal, are the most advanced race technologically and, as expected, is noted in EC. We have 7 different classes (due to their specialty in their role) to choose from that we will see right now. But secondary weapons are ALL the same for all classes. Which are: The Shuriken Gun The Shuriken Smart Gun that does less damage than the normal pistol but does a continuous guide of the target (something that does not happen with the normal pistol because the guidance is lost when the first shot is made) and the Pistol Fusion, which is really effective against vehicles and does heat damage against foes on foot.

CLASSES (and their weapons):

Dire Avenger:

The dire avenger is the Eldars line class, armed with the Avenger Shuriken Catapult, which is a very good and precise weapon, does less damage than the bolters but its firing rate is much higher. And as an alternative weapon we have the Twin-Linked Shuriken Catapult that does less damage at long range than its simple homonym but has, still, more cadence than the Shuriken Catapult and a more extended loader which makes it really effective for short distance. To say that this is the only class that can conquer points.
Striking Scorpion:
The killer scorpion is a very entertaining and really useful class to uncap capture points that are being under capture. Their only major weapon is the Scorpion Chainsword that can with attachment do poison damage. But the important thing in this class is its ability to completely camouflage itself with the environment by being crouched (like Predator). In several games I have seen striking scorpions finishing the game by recapturing points when the counter was already 0. A very interesting quality. Its secondary weapons are the same as all other classes and are described above.
Howling Banshee:
The howling spectrum is the main melee class of the Eldars. It counts as the only main weapon a Power Sword and as secondary ones described above.
The howling specter has, as it were to be, its ability to shout at nearby enemies against which it charges (press "t"). That makes them not able to point correctly for a few seconds making it really useful to approach them without problems and kill them quickly.
Fire Dragon:
The Fire Dragon is the anti-vehicle class of the Eldars, it is armed with a Fusion Gun which is a mainly anti-vehicle weapon although with the latest patches it has been made decent against infantry. As secondary we have the usual ones (above are described).
Dark Reaper:
Thedark reaper is the Eldar's long-distance support class, his torch weapons are worth him to fu*k the enemies who are to take for sack and to snatch evil enemy vehicles. We have three weapons with them, the first and by default we have the Shuriken Cannon which is a larger shuriken catapult, which hits harder chunks and offers suppression (prevents them from centering the shots) to the enemies it fires.
We also have the Reaper Launcher which is the best weapon against the game's vehicles, it's the fuc*ing god on the game. It has two firing modes, the one that comes by default launches grenade blasts in a straight line, the longer we leave the pressed button the more grenades will launch. And the second mode launches grenades faster than the other but only one at a time and is the best against vehicles. And finally we have the Tempest Launcher, which is a weapon that I consider for medium / short range, the storm launcher launches rounds of three grenades in a slightly parabolic path (they do not go straight) that go very well to clear zones by doing damage by expansion and To be able to kill several enemies at the same time. It also has a mortar type shooting mode that is really useful for eliminating enemies hiding behind walls or barricades.
Swooping Hawk:
The Swooping Hawk is the Eldar air support class, forget about those primitive retroreactors of inferior races because thanks to Eldar technology and your serious anorexia you have the greatest flying ability of the game!.
Of course, your main weapons are medium/short range weapons not melee like other races (muahahaha troglodytes).
The swooping hawk makes a jump and when it reaches its maximum height it is planning to take ground, but during the flight you are able to stop and shoot very accurately your enemies. Your weapons are the Lasblaster which is a weapon to eliminate mainly nearby enemies. We also have the Hawk´s Talon that has less cadence than the assault laser but has more damage and more penetration. And finally we have the Sunrifle that is just like the assault rifle, with less damage BUT with hits we can blind the enemies!.
Warlock:
The warlock is the healing class of the Eldars. Just as the Traitor Marines' sorcerers use their psychic powers to mainly heal their allies but also have the powers to turn out to be a very offensive fighter. His only major weapon is the Witch Blade, which is a very versatile power sword for close-range combat. As secondary armament we have mainly the psychic powers that we choose and in case we do not have any equipped we will use the pistol or other secondary weapon that will be the same of other classes.
Finally to say that the Eldars have been from the very beginning a race very decompensated in Eternal Crusade, it is worth that their vehicles are the most fragile but that of which they fly barricades or low walls (impossible for other vehicles) and kill those who hide behind It's not fair. Neither is it fair that they have a predetermined class armed with a fusion weapon and (flip-flops) a demolition charge like a problem vehicle? And that they do not have a "heavy" melee class is a ♥♥♥♥♥ for them.
That yes, that their armor is part with the breeze and they are of the type "I hope they do not spit on me", but they compensate with their agility, their elusions are longer and run that seems to close the strike. Their great variety of classes has affected them (for better or for worse) in the variety of armament since many classes only have one or two arms to choose.
And so far with the Eldars, their spacecraft worlds and their obvious eating disorders.
Campaign
The campaign is the total combat where all factions fight for the control of Arkhona planet. It lasts (for now) about 8 days and is full of action and epic battles where the players and guilds give everything for the victory. It is NOT optional to participate in the campaign and all games that you win with a faction will be counted for the campaign even if you do not enter battles through the campaign menu.
The only exception is the games played in the lairs against the tyrants. Those are not accounted for any sh*t.

The prize for such a feat is, apart from the satisfaction of having contributed, requisitions and RT credits (for skin).
We have two prizes to win. One of first category and one of second.
In order to win any of the prizes we have to play and win at least 10 games with our faction. If we do that, we have at least the second prize (10k of requisitions and 1k of RT credits).
The first prize (25k of requisitions and 2500 of credits RT) is obtained if our faction gains the sufficient battles in global terms and we can verify such advance in the superior bar located in the center.
If we want to play against a specific opponent, either because we like it or because our stores are oriented to eliminate them more easily. We only have to click on the flag that is in the neutral ground between our faction and the enemy. Within this terrain normally there are several maps (usually between 2 and 4) to choose the battle that we want to fight.
The battles themselves are not different from those we normally wage on non-campaign days. That is to say that the games that we play can be matches of conquest, nodes or fortress.

Once the campaign time is over, the awards are given and, I assure you, a very well received prize. So to the battle!!
Game Modes
In Eternal Crusade we have, for the moment, 3 multiplayer PVP game modes and a PVE multiplayer mode.

Conquest:

Attacker: Attackers must capture the proposed targets (A, B, C) and defend them later. Each capture will add 5 minutes to the time limit so it is very important to capture all the points on at least one occasion. The game will be won when the conquest/influence bar at the top of the screen is filled, the more points are under our control the faster the bar will be filled. Only characters with capture keys can capture points.
Defender: Defenders have to prevent attackers from catching / holding targets and especially capturing new points so that the timeout is not extended and, unlike capture, all characters can interrupt an ongoing point capture.
Conquest (Hold The Line):

Attacker: As with the "basic" conquest, the objective of this type of battle is to conquer all points on the battlefield. But unlike with the previous mode, in which you could capture any point at any time, now you must follow a capture order that is A-B-C, with which you must first capture A to be able to pass to B and later to C. Attacker has unlimited respawn tickets to take points to capture,

Defender: Defenders must defend the points at all costs. This mode of play is usually easier for defenders than the basic conquest mode for the simple reason that everyone is gathered at the same point and is easier to defend than to attack. If you can consolidate a good defense the game can be terminated, but you have to be careful because they have limited tickets (I think about 60) and when they have lost such amount of soldiers can not reappear at that point. Having to reappear at the next point or not even appear (if they have lost ALL tickets on the map).

Tips / Attack: Respawn vehicles (like rhinos) are decisive in this type of battle because if the waves of attackers arrive quickly they can overwhelm the defenders and get the catch.
Tips / Defender: Soldiers with fusion / anti-vehicle weapons are very important because if you can keep the area near the clean capture point of enemy vehicles, they will have to wait for the respawn of another vehicle or walk from the starting point (Which is usually fuc*ing far away).

Fortress:
Fortress mode is like conquest mode with the only exception that attackers must capture all capture points before time runs out or eliminate all defenders. Which have a limited number of reinforcements (or tickets). In this mode also appears an exclusive vehicle (for the attackers) to be able to easily destroy the doors of the fortress to conquer. This vehicle is immensely useful for destroying not only the doors, but defense vehicles or the enemy soldiers themselves as its impact area makes it an insurmountable parking weapon as the shot must be kept tight for the shot to occur.
Tyranid Lair: For now the only PVE mode, in this mode you will be in a 5-member squad with which you will enter a space wreck (like Space Hulk) in which you will have to complete missions while facing swarms of Tyrants. Extremely difficult mode in which you will have to completely penetrate with your squad if you want to survive. Only one life is available (so to speak) and if we fall completely without being revived we will be eliminating.

Extra: In both Conquest and Conquest-Hold the line the attackers and defenders have a number of pre-established vehicles. This number will change based on the progress of the battle as there are control zones that grant additional vehicles ticket.
The only exception is the fortress map. For in it the defenders do not have as many vehicles as the attackers and if the defenders are pushed to the last checkpoint they will lose the right to deploy vehicles (with which they will have to endure only with the infantry, but do not worry because in the last point the enemy vehicles cant do anything, except maybe transports for respawn).
Vehicles
Before starting, I must say that I have observed a difference between the vehicles of the different factions in terms of their handling and durability, especially those of the Eldars, as these are very fast, maneuverable and when floating are not so difficult or so prone To hit the environment like other vehicles. Being therefore a danger to the enemies in the open field, it is as easy as to make deaths by abuses with them. The vehicles receive the damage by zones in a distinct way, receiving the least amount of damage on the front, an amount of intermediate damage on the sides and the greatest damage when done from behind (NOT GAY). Being therefore very important when it comes to destroying vehicles hit or placing loads / grenades on the back of them.

Transport Vehicles and Supplies:

These are probably the most important vehicles in the game. Not only because they all have in their back a tank of supplies equal to that we are in the bases but also because they act as respawn points, allowing us to place the vehicle and deploy in the critical areas of the battle. All are equipped with light armament in their turret so they are not defenseless before the attacks and have large number of seats inside to transport troops at the time. Great care must be taken with fusion weapons because they are the weakest vehicles and do not withstand much against these weapons and are the priority objectives of the soldiers who carry them. On the part of the marines (be they loyal or chaotic) we have the Rhino:
For the Orks is the Truck:
And for the Eldars is the Wave Serpent:
Vehicles of attack:

These vehicles are more armored than the ones of transport and they have more arms, so effective against the infantry than against other vehicles. All seats, except the pilot's, have some kind of armament (this is not the case for the Eldars since the pilot can fire a light weapon equal to the transport turret). Usually we find a main weapon very harmful against infantry and it does average damage against vehicles and side arms that do average damage to infantry and under damage to vehicles. All weapons tend to overheat (such as devastating infantry class) so you have to control the volume of shots if you do not want to overheat and have to wait a few seconds to cool.

For Marines we have the Predator:
For the Orks is the GunWagon:
And for the Eldars is the Falcon:
Siege vehicles:

Siege vehicles are used on fortress maps and are used (mainly) to knock down the fortress doors to conquer. Nevertheless they are really useful to destroy turrets, other armored and groups of enemies crowded therefore with a single shot you destroy everything that the projectile catches ahead. The only drawback of siege vehicles is that for the shot to occur, which has parabola trajectory, you have to be in a static position and keep the target set for a few seconds until a circles that appears in the scope is completed. Canceling the shot that you could have if you move too much.

For the Marines is the Vindicator:
For the Orks is the CannonWagon:
For the Eldars is the Cobra:
Multilaser Turret:
The multilaser turret can be found on all maps (usually near to key locations or critical crossings). It is a static laser turret of 4 guns located in an elevated position that goes in communion with the possession of a control point. It does a lot of damage to the infantry and average damage to the vehicles. Only one character can use it.

Tips When facing an enemy tank, try to shoot your parts that are classified as side or back. For example if a Marine Predator is shooting us with his front facing us, instead of firing at his front (which would be easiest) he tries to shoot his heavy bolters from the side nacelles, as this will cause him damage side.
Advancements & Store
The Advances and the Store are very important parts in Eternal Crusade.

In Advances is where we will choose the objects (weapons, trinkets, equipment or armor) that we can equip our character in the loadout once acquired that object.
In the progress zone there are 5 levels. These levels are branched out to separate playable classes from each faction and each object is for the exclusive (except trinkets) use of each class (example-an object of the devastating class of space marines can not be equipped with any other class). Having the most powerful objects on the fifth level. To be able to advance in these levels you only have to play games and gain experience. As the level of our player goes the same as the level of progress.

To be able to acquire the objects we want we have to have advance points that will be given to us at the end of each game (it appears below the experience) and we will have both according to our performance in the game played.
The first objects are cheap, but as we go forward we will need to play several games in order to get what we want (unlocking Veteran's specialty costs around 250 points).

I recommend that our first points we spend on grenades, especially the piercing, and the healing object of our faction and from there, and as I assume you have played some games with the predetermined classes and you will know which you like more, specialize in a class.

The investment in weapons reduces the cost of equipping this weapon in 100 points in the loadout.

The store is another very important place in Eternal Crusade because here we can spend the Requisition that we get in the games (they give them at the end of the round and it is the same amount as the experience that we win).

Apart from buying weapons (which can also be purchased in Loadouts), we can buy equipment in Supply Drop.

There are 4 types of supply drops chest, of 500, of 3000, of 12000 and of 30000 requisitions. The rarity of objects are assigned to each type of chest so I recommend you start with the cheap ones and leave the expensives for later. In the supply drop we can get weapons and equipment for our player. The weapons that we get (the rare ones like the craft ones or the unique ones) usually have different skin and extra abilities (damage by fire or venom, more stability, etc.) than the basic weapon.
Most important of the coffers is that it is here where we will obtain objects to improve the weapon that we have equipped (extended loader, health drainage, regeneration of the resistance, more stable grip, muzzle, etc.).
It is necessary to say that as the quantity of objects of each chest is limited it is better to go depleting the objects of the cheaper coffers not to spend us 30k of searches in an object that can leave us in a box of 3k.
And finally we have the Rogue Trader Credits that are located up the requisitions and are only to change the skin of the armor and weapons. These credits can only be obtained by paying real money or get free playing in campaign.

You see that the section of Advances and the Store has less mystery than sh*t sitting.
Loadouts
If you have already read the rest of the guide (thanks for this :3) you will know (a little i hope)how the loadouts go. But if you went directly to this section I will explain it again and more in detail, because in loadouts you will spend the most time (outside the matches of course).
In loadouts, apart from the presets, we can make several soldiers of the class that we want equipping them with the weapons and equipment that we like the most. Happening equally with veterans, when they are clear unlocked. And although in battle we can only have 7 classes (8 with the veteran) different soldier, at the beginning of the game we can put the class that we have saved to play during the battle.
Once done the first deployment we will not be able to change the classes to play in that battle with what you have to think about which classes are going to be more useful.
Once we have chosen the class that we will carry equipped we have to equip the objects and weapons that we buy, inside the same pet (in exchange for chips) or that we have bought in the section of ADVANCEMENTS or those that we given when buying supply drop in The section of SHOP (remember that in the boxes that we buy in the store with the chips that we get playing only we will fall weapons and objects to improve these only).
We have 1000 points to equip our character that we will have to distribute in the most effective way, being VERY IMPORTANT to specialize in the advances in the weapon that we like, because his score will decrease in 100 points.
The veteran eyelash is a tab like the others but instead of 1000 points will give us 1400. The only bad thing is that we can only use that class one time per battle, so it is very important to always be accompanied by brothers to get us up In case they make us fall. If we die the class will be capped and we will not be able to use it more until the next battle.
It must be said that although we keep our preferred settings, we will always be able to continue playing with the default classes as always, unless we have deleted them.
Also in the Bracers section we have the ASPECT tab that, as it indicates, is to change the skin of our armor. Also having the possibility to buy skin weapons. Being all that we find here only cosmetic and are bought with credits of Rogue Trader (they work similar to the shark cards of the gtaV). A FLUSH THAT DOES NOT SERVE ONLY TO TAKE OFF THE PASTE.
And here the supplies. Thanks for the visit and remember that if you are not fully equipped it is worth going with the default equipment until we get the chips and the necessary points of advance.
Referral Code/Founder Package Code
When you are asked for a founder/referral code from a friend, you can use this one:
EC-P0DGYRL9WM9F7 to win 4000 RTC to spend on skin!
Updates!!
Hello again little traitors & loyals!. Well this game does not stop to update so in this section I will put the updates that deserve to be mentioned (new weapons, vehicles, factions, etc ...), so to the point!.

It appears that some weapons, necessary in my opinion to be more balanced, are being implanted for loyal Marines. That they did not have rock & roll before and they lost almost always and they were like recruits of the Imperial Guard. Now we have the GRAV WEAPONS and we have them in 3 different sizes for all tastes and family!.

Family Size / Grav Cannon for Devastating
Single Size / Tactical Grav-Gun
Small size for minors / Grav-Pistol as a secondary weapon
Grav guns emit a continuous beam of energy that slows the enemy apart from causing damage. I personally highly recommend the intensive use of the grav cannon, it does a lot of damage and it slows down a lot of enemies and vehicles. Do you have problems with the hand to hand enemies that are put on you before you can kill them?, as a dose of gravitational rays will make you feel as if they were stepping eggs. The rifle and the pistol are not as effective as the cannon in terms of damage because they slow down just as well, but if you want to try them the same way FORWARD. The Mechanichum approves any kind of use of these weapons in enemy's balls!

Fusion/melta weapons
It seems that fusion weapons are like a pendulum, started being the best, then was fu*ked so that their use against infantry would be ridiculous and now have stabilized to be a little in the middle. Which means they are again useful against infantry and you can take them to light the weed cigarettes and paint di*ks where u want!!
THERE IS NOBODY PLAYING!!!!
I know that feeling, you have been all day thinking about putting your armor (Eldar or Ork armor) take your bolter and kill all your enemies. But you enter in EC and ... NOBODY IS PLAYING DAMN!!!!!!
Take it easy my hypertensive friend, what happens is that you do not know the hours to play.
I can assure you that EVERY day at night you can play SURE like space marine, loyal or chaos, with possibility (not sure) of being able to play also with orks or eldar.
You can also play practically at any time with any race on weekends. And the weekends at night get pretty full!!!!
13 comentarios
Raszak 23 AGO 2017 a las 12:10 
Joder el google translate
aegis 22 AGO 2017 a las 11:24 
now you win 25k rt credits just 4 particepating in a capaing (but now you have to win 12 game to do this) and if your faction wins you get 75k rt credits
WolfyDaClown 1 MAY 2017 a las 23:15 
hey like the thread one thing though the world eaters were originally known as the warhounds not war dogs other then that keep it up
ionkiller 26 ABR 2017 a las 14:05 
Aspirant Wizards.........

It's Aspirant Sorcerer
Vorp 21 MAR 2017 a las 4:37 
Word* Bearers... They bear their primarchs word.
tomygun 19 MAR 2017 a las 22:48 
Dont hate eldar because they are fabulous. We all know you are just jealous.
Alfarius 19 MAR 2017 a las 1:26 
word bears
Donut 18 MAR 2017 a las 22:34 
big shooter is the only weapon i dont have
Donut 18 MAR 2017 a las 22:34 
anyone able to help me kinda confused i just unlocked a supply drop and i received a compensator and armor pieceing bullets for the orks and i dont see the option to add them anywhere? are they only for big shooters?
WingatePeasley 18 MAR 2017 a las 21:34 
The Ruinous Powers have told me to correct you on a few translations:

Legion XIV - Death Guard (originally Dusk Raiders ).
Legion XVI - Black Legion (originally Lunar Wolves, then Sons of Horus ).

Chaos Devastators are called Havocs
Chaos Jump Pack Squads are Raptors

Death to the false Emperor!