
Showing you through the webway to the Emperor of mankind! Help your Imperium thrive on a world full of XENO SCUM!!!! Space Marines So far I have only played the Space Marines(SM) and the Astra Militarum (AM). Also, some general tips from what I found to be successful. This is too min- max+ your early game to set you up for late game. I play on hard mode and sometimes hard mode+. I haven't played any of this multiplayer yet. Space Marines: 1. Location: The most important part of the game especially more so for the Space marines. Use your first two marines to scout the largest part of the map. Since you can drop pod it, you have the luxury of not having to keep a settler safe so use that to your advantage. If you don't mind losing a couple turns you could find a gold mine starting position. You also technically have a secret third warrior that you can drop in called the Fortress of Redemption. I drop these on CD as they are very sturdy and their utility is IS MASSIVE! Requisition=Your Emperor Volcano(Ore), Savanna(Energy), and Tundra(Science)=The best Arctic(Science) and Desert(Energy)= Satisfactory Grassland=Trash In my opinion the AI recommended city placements are pretty hit or miss. They may give you the best start, but don't consider the growth of the city. I find that I have to restart my game a few times before I'm satisfied. I'm very picky. Especially since WE HAVE ONE CITY!!! DON'T LOSE A SINGLE TILE TOO LAKES OR THE EDGES OF THE MAP COUNT OUT 5 TILES IN EVERY DIRECTION OF YOUR CITY! if you want to min max... 2.Expansion: There is none. All the land you see will be purged of Xenos. There is only war. 3.Army/how to fight You need infantry, you need armor, and you need flight! Is what I would say if this were real war. However, I find that you can be fairly flexible on unit composition at least on hard and against the AI. I love Space Marines so, I made heavy SM armies. If you aren't as picky as me with the perfect start and you believe the AI then I would say you have to build your army around your economy. Remember that since you have only one city outside of outposts that you pick up you kind of have to plan around what you have. See location for more. So early game you have two tactical marines. I use them to scout wide on turn one and then they regroup to press in a specific direction. Generally with my economy I can field up to 6 SM while still making profit. When I have the second squad up they go scout in a different direction. Depending on your wildlife settings results may vary on how far you get or what you find. Whenever it gets too hairy I pull the marines back using their Overwatch to cover retreats, or I'll drop a fortress of redemption if I really want to keep a foothold. DROP THEM ON CD! Always fight with cover. Always have a way to move your army without having it clog up on itself. Heroes are pretty weak unless you build them to be strong. Captain leads the charge, Chaplain crushes the flanks or defends the home base, and Librariam is debuffer rear defense or home defender. 4.Tech This doesn't follow quests when they ask you to pick up their tech. You can always take a break from climbing the tech tree because most likely by the time the quests asks you to Research something it will be a one turn grab. I see two ways to go about this. If you have a good science start (2-3 tiles) and dedicate those to science. You could power to tier 10 around turn 40-50 also depending on outposts. You would have a weaker early game but since you are a once city you can econ pretty hard and turtle up. Here are the important ones I like. T.1: This is dependent on what you come across early game. Frag grenade is always profit (purges swarm Xenos) and you just need a Reclusiam if you want Heroes which you do want(also lets you drop more outposts). Optional which becomes staple is Armory. T.2: Dormitories is staple. You want pop and by this time You will probably need it. If you are going SM build you get the Assault now otherwise get the Chaplain. Optional is Krak Grenade if you find a lot of heavy armor units. T.3: Staple is the Fortress Expansion. if you are going aggro at this point get the Devastators. If you are going long con get the Librarian. also maybe throw in armory by this point so you can get T.4 stuff... T.4: Staple Orbital relay gotta build that ONE CITY!!! If you are SM get Kraken bolts (also helps your FoR), if you have armory weaved in you staple get predator. T.5: Staple Advanced Redoubts (by now obviously you get the city builder first its a lot easier on you in the late game) This is a fun one and by now you have a flexible city so you can tailor what you want. Thunder cannon is useful, but I never find time to clear stuff when... T.6: Apothecary if you went SM or Vindicator for Boom Boom build. Anything else is flavor. T.7: ORBITAL DEPLOYMENT MY BROTHERS!!!! I could write a book on how you can flex on people. in theory for pvp you rush this you orbital scan the map then you show up at God Emperors door step and ask for a refund on life because you found new religion. Also launch Pads. T.8: I get both Fortresses. T.9: Stormravens, Hotshot power pack. T.10: Whatever you want. 5. Buildings Requisition:You need this for everything. Research :if you want to go fast get this to around 75...on a three 20% research tile dropping three research buildings will be mad gain. It will only grow from there. Population: We got one city everyone needs a toilet. Production: Its a little hidden but this will make building your city reaaaal quick faster you are ready the faster you can start to purge. Ore: Alot Energy: Just enough to power your stuff around +3-5 dip into it a lot. Influence:You just get this Passively as a SM i feel like...idk...it just happens. I rarely have build many of these and I sustain FoR and 8 heros. Loyalty: SM are always loyal to the emperor or else they would be chaos. Duh. Astra Militarum Astra Militarum: Huge surprise since I played two thirds of my time as SM and now I'm the grunts. To be honest I played these guys like Jerry from Rick and Morty. Be a coward and just keep crawling because it works. 1.Location: If you want to be lore friendly just take what the game gives you its always an uphill battle for the guard. Otherwise re-roll and look for Tundra, Savanna, and Grassland are best for averages. As they give no penalty to food generation. Volcano, Arctic, and Desert. These give you negative food but also boost production research and energy. Food is secretly important so keep that in mind as unlike SM people eat a lot of food. 2.Expansion: Turtle/Jank SM style: Sometimes the wild life just destroys you and you just have to sit it out. Maybe you sent a guardsmen to explore but unlike the beefy SM they get shredded pretty quick. It's ok, be a coward and set up around your spawn and make around 8-10 Guardsmen. Roll around in two patrol squads and clear any xeno that you find around your base. Forest is your friend! In fact always be hiding! You are a coward! When you get the Cult mechanicus go for 2-3 City makers in the queue and plant them with your secured area! Pray to your Emperor and take it for the Emperium! Group all three men and pick a direction. tactically retreat and maneuver, but be prepared to die or lose people for the cause. Once you get the expansion down though you should be safe! 3.Army If you want to have a hard time...make guardsmen...if you want to win...manufactorum. Get heroes and tanks...and flying things... 4.Tech: only the Staples 1: MANUFACTORUM!!!! if you want to win. Shrine of Aquila NEED HEROES! Frags slap here too...but become obsolete because you are going tanks right? 2: Cult mechanicus and Hab Block. Primaris Psyker when you can...I like Tank Commanders. 3: Oh look Tank Commanders and Sanctum Imperialis. 4: Labour Corps and Substructure. Imperial bastions are cool. 5: Basilisk (so it begins). Psyker Coven, but if you are committed to the tank cause go recovery gear. 6: Leman Russ tank. If you want to rush the Science quicker get Revelations and use it on CD. 7: Voidport and smoke launcher because you went tanks. Eventually the extra armor. 8: Heavy bolter and thunderbolt 9: Supply tunnels 10: BANEBLADE!!!!!!!!!!! LET IT RIP FOR THE EMPEROR! 5.Building: Research:This is the most important because you need tanks quicker. Food: Feed your people you will have 4-5 cities. Population: EVERYONE GETS A TOILET! Loyalty: I like to sit above 10 in all of my cities...NEVER CHANCE THIS STAT!!!! Emperor don't need no cowards. Production: Yes Ore: Yes Energy: Just enough to supply what you need. Influence: Just enough for what you need. Conclusion Tell me what you think. I'm going to play more of each on different difficulties and PVP. If this is successful I will share my xeno experiences. I plan to go from nice to the most brutal IMO. Tau, Eldar, Ork, Tyranid, FINALLY CHAOS!!!!! Purge well brothers.
2026-02-15 19:00:18 发布在
Warhammer 40,000: Gladius - Relics of War
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