Playtime:
0 minutes
Let's get the main issue out of the way first... For $10 US ($12 Can or Aus), we're spending around $1 for each unit we get in this DLC (and the economy's not [i]THAT[/i] bad yet). All-in-all, we're getting $3-$5 worth of content, so just [i]”Wishlist”[/i] it and wait for it to go on sale.
Anyway, here's my opinion of each unit you get here...
[h1][u]The Units[/u][/h1]
(In the order they appear in the Steam trailer)
[h2][u]Sydonian Dragoon[/u][/h2]
It's an “OK” earlygame unit to reinforce your starter units if they come across something heavy like enemy vehicles or roaming Kastelan Robots. It doesn't do much against infantry at all, but can prove a good distraction as it can take a surprising amount of punishment despite it's low stats. In the lategame, it will be outshone by other units. However, it's speed and durability do open up the possibility of use as a relatively cheap shock troop or to absorb Overwatch attacks.
I'm not much of a Mechanicus player yet, so I can't really tell exactly what hole this unit is supposed to fill or role it has in their army comps and strategies. But overall, I am unimpressed with it.
[h2][u]Field Ordnance Batteries[/u][/h2]
It is a very good addition to your early army, capable of clearing most units you'll encounter in the first 50 turns (both roaming and enemy). It cannot Overwatch (due to the Barrage weapon trait) but with your starter units it can be the main source of damage to any Infantry they come across. If they get closed in on, they also have both Frag and Krak grenades available to them if researched, with Krak Grenades being their only option to counter heavily armoured enemies.
While I don't often play Militarum, the role I see them in is an artillery unit that benefits from having an Infantry classification. They fill the early to midgame gap when teching into vehicles, while Infantry are decently upgraded from early techs and Vehicles aren't teched into enough just yet to be the better option.
[h2][u]Chaos Terminator[/u][/h2]
They are a strong shock trooper that your enemy cannot afford to ignore. They are quite tanky and take a while to lose Morale, which gives them ample opportunity to break through the enemy lines and/or get in to quickly melt a high-value target with their Combi-Plasma ability. They are powerful “jack of all trades” units that can easily carry your army if you manage to rush to them in the early parts of the game (around 50 turns), even capable of going up against any low-level Hero at that stage. In the mid to lategame, they remain quite strong and are your best value unit for non-fodder infantry.
[h2][u]Talos[/u][/h2]
A bulky front line for a faction that needed it. With the only other front line options being either your transports or fragile melee fighters, this “beefy but not quite tanky” addition fits in nicely to help them in prolonged battles. Whole slow, and taking a full 6 transport slots if you want to give it some speed, it's still Drukhari in that it dishes out a lot of damage. It tears through infantry, and even many vehicles when in melee, but it's not the best at dealing with targets that can survive more than a couple hits. While it is bulky, and it takes a lot to get the morale penalties, it's still Drukhari and thus not really “tanky” by any other faction's standard.
[h2][u]Wraithlord[/u][/h2]
They are the newest hammers of the Aeldari. They are somewhat fragile, requiring support and positioning for terrain defensive bonuses to last more than 3 or 4 hits against bases or units of equal tier, but they hit [i]hard.[/i] Their melee weapon basically ignores any armour, while their double Flamers easily clear all but the heaviest infantry targets. Their dual range 2 canons are classed as Lances and Heavy, so standing and hitting fortifications only hits harder after the first strike. The best part about them, however, is that they are very easy to tech into, as by the time you unlock them you've probably already got most applicable upgrades and the infrastructure to make them quickly.
[h2][u]Skorpekh Destroyer[/u][/h2]
Necrons are one of my most played factions, and I believe these are a strong addition to any army comp. What Heavy Destroyers are for anti-heavy, the Skorpekh Destroyers are for melee front-lining. Between their high base health and the Necrons self-healing it's quite a tanky unit, and they do decently high damage quite consistently. Unlike their Heavy Destroyer counterpart, they do not hover and have no ranged attack which makes them a strong pairing of units.
[h2][u]Burna Boyz[/u][/h2]
Da Burna Boyz is gud for da earlygame, cookin' and roastin' most fings ya meet. But dey'z weak, an' down't take dat much dakka ta kill. Wonce ya git som' Killa Kans, ya down't need deese boyz no more.
I haven't played much of the Orcs, but from my experience these boyz will help you get out onto the map and deal with most of what you'll encounter around your starting location.
[h2][u]Arco Flagellant[/u][/h2]
The only male unit the Sisters have, this unit is... just the [i]worst.[/i] It's a Sisters Repentia that you can unlock in tier 1 instead of tier 2, except it's slower, weaker, more fragile, and literally can't do anything to armour (literally [b]0 armour penetration[/b] stats). Worse, it doesn't get ANY upgrades aside from Infantry Armour and Melee Armour Penetration (they don't even get “Sister Superior” despite it saying it applies to all infantry). The only positive is it's the least expensive unit as far as resource costs go; costing 10 less requisitions than Battle Sisters, and only 1 fewer turns to create. That being said, you're better off spending the time it takes to make them on making something else.
[h2][u]Assault Terminator[/u][/h2]
These guys are one of the tankiest units [i]in the entire game,[/i] and that's including Heroes. %33 and %67 Invulnerable Damage Reduction passives don't make them %100 invulnerable; the effects stack separately and are not additive. But that still leaves them incredibly tanky on top of their 10 armour, and then they reduce the target's damage by lowering it's accuracy with their attacks. They do high but not incredible damage to armoured enemies and fortifications, but they struggle a bit to finish off infantry (though the infantry are unlikely to kill them either). Left alone, a handful of 4 or so can take down an undefended city by themselves.
[h2][u]Fire Warrior Breacher[/u][/h2]
I enjoy playing Tau, and in my opinion this unit is good as guards and for traps. They only have 1 range, but their damage is about %33 more than that of Fire Warriors when attacking from Overwatch. That, plus some Invulnerable Damage Reduction, makes them decent guards for your base or strategic areas, but they can be tricky to use offensively. When not Overwatching their attacks are slightly weaker than Fire Warriors at max range, and they are easily out-ranged by many other units in the game, so proper positioning is key.
[h2][u]Maleceptor[/u][/h2]
Tyranids are my favourite faction to play, and I play them by far the most. This unit is very “middle of the road”; it's not great, but not bad. It's tanky enough to take a few hits but will melt quickly if focused down. It's abilities can be best described as being [i]similar but different[/i] to the 'thropes abilities. It has a damage reduction ability that isn't as good as the passive that comes with Venomthropes, but it can stack with that passive and follows the units it applies to if they move away. It's psychic attack isn't as powerful as that of Zoanthropes, but also works differently; damage varies from very weak to very strong depending on the enemy's Morale level. Moreover, all it's abilities are [b]Free Actions[/b] that can be used at any time in the turn.
It certainly has a niche as a beefy support unit, and any army will benefit from it, but it's not something to build a whole strategy around.
👍 : 71 |
😃 : 0