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Deathwatch is out for iOS


JeffTibbetts

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^ See, I just assumed from the hearty *THWACK* sound they all make, the marine just never bothered to gun the motor or activate the power field of any melee weapon they're using biggrin.png

**EDIT**

Just found a unique space wolf devvy.

It amuses me greatly that the Space Wolf Devastator has the "Brawler" melee trait, but I need a unique ultra tactical or devastator dammit!

http://imagizer.imageshack.us/v2/xq90/901/MaLMDF.jpg

Been having lots of fun with this game.  Funny thing I found out is to put the Oath of Vengence on a marine with free fire.  The oath returns 1AP per kill.  Free fire shoots everything and by the time the dust settle you have like 8 APs to keep moving and shooting.

Sorry Stercus, never had that problem.

 

 

Meanwhile I'm being decimated by a Hive Guard (shooty one) that has Immunity to Crit, Immunity to Stun and has Enrage like the Carnifex so he can pull off an 8AP shot. That's in addition to the other Hive Tyrants in the same level.

Yes, he's who I was stuck on at normal difficulty as well until Flint dropped the AP Bomb Plasma Shot on me :p

 

Speaking of which, that got me through the first Carnifex on Vet as well, I'm now being swamped by bugs in a 'defend the fort' mission, cant kill them fast enough!

Haha glad to help ^_^

 

I actually didn't realize wargear came in ranks as well (though I have no idea why it wouldn't...)

 

Anywho, found some cool ones. Still hunting for a lvl4 Ultra Tac or Dev thou

 

http://imagizer.imageshack.us/v2/600x400q90/901/d7BIJd.jpg

http://imagizer.imageshack.us/v2/600x400q90/633/ELMOdX.jpg

http://imagizer.imageshack.us/v2/600x400q90/537/vNsUCb.jpg

On Veteran the mobs not only get tougher and more numerous but they also get new special abilities.

 

Even though the missions are the same, I'm still having fun as each mission is still a tactical challenge.

 

Though, I'm stuck on the Hive Tyrant currently as he's immune to Crit and stun, lol.

Well, my crashing issue seems to have been fixed by the latest update. Having lots of fun shredding gaunts.

What's the prevailing wisdom on swapping out long term squad members for new blood? I've found a couple of guys with high levels but no experience and I'm not sure whether the training and upgrades my older guys already have are a better bet?

I think its mostly the HP advantage, and the fact that you wont cap out on skills. I have II Tactical with everything, because he was just always around in the squad. I do dislike going back and ramp up Accuracy, but if you are running Ultra's thats avoidable for the most part due to Battle Bros.

 

My Kill Team

 

image

*Battle bro-fist ^_^

 

Wow, that is a pretty hardcore Blood Angel team, Scribe :D

 

But yeah, it's typically that Rank IV marines start with the health of a lvl 8 or better Rank 1. Then they get to upgrade their accuracy (comparatively) cheaply since they don't need to spend it on health.

 

So in short, your Rank IV will take much more grinding to get up to par accuracy-wise, they'll end up with better stats than the Rank 1 or 2 marines can manage with skills they don't have access to.

 

I typically keep one new marine tops. Even if all they're doing is contributing a Bolter shot or two, they still can grab XP by osmosis.

Flamers, still deadly in the hands of my new Sternguard. Any more than 1 new guy is too much. Now that Apothecaries can swing on a dodge, I'm a bit more comfortable running him with my Assault Guy, but you have to be comfortable getting smacked around.

 

When my Sanguinary Guard misses on a swing though, part of me dies...

Flamers, still deadly in the hands of my new Sternguard. Any more than 1 new guy is too much. Now that Apothecaries can swing on a dodge, I'm a bit more comfortable running him with my Assault Guy, but you have to be comfortable getting smacked around.

 

When my Sanguinary Guard misses on a swing though, part of me dies...

 

Ah, see I'm trying much the same thing. 

 

Both of my Ultra Honorguard have the +1AP w/ adjacent marine skill, 15% dodge chance and regenerative implants, so I hang them out together in a little melee posse with my Sanguinary Priest close behind. My Wolf Guard totes a mastercrafted Grav-gun for plinking AP away from big things that would do too much damage for my melee posse. Lastly the dev has the Sigil of Wrath which grants him +50% damage when his target is at 50% health or lower. The melee marines hammer the crap out of something big (hopefully to under 50% health), the dev uses "Deadeye shot" for +100% accuracy and fires an AP5 +50% damage blast from a Plasma cannon that never over heats.

 

Hive Tyrants can go kick sand :D

I'm starting to see the Ultima less like the symbol of a centuries honored Legion and more like a frat house pledge badge biggrin.png

In other humorous news, I'm defending the void bomb. Distraction Carnifex too fat to fit through gap left by overeager Tyrant guard, so attempts to wedge past and gets both of them stuck Looney Toons style. Continues to generate furious but useless AP points. Deathwatch marines stand just out of range and insult it while shooting it with pistols.

http://imagizer.imageshack.us/v2/xq90/540/WBwqgO.jpg
http://imagizer.imageshack.us/v2/xq90/661/zS01k7.jpg

I noticed that on Vet and up the large Nids can have random abilities. This Broodlord has Onslaught:

 

http://lh3.googleusercontent.com/-0SKcyo4feRk/Vce7Bx0A8QI/AAAAAAAAAHk/7-92Dkk_7Eo/s2048-no/IMG_0952.PNG

 

Super Buffed Marine:

 

http://lh3.googleusercontent.com/-LrNvDHFEBf4/Vce7DE0nYxI/AAAAAAAAAHs/le5apuSwWNo/s2048-no/IMG_0953.PNG

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