Which race has best structures...
This is a discussion on Which race has best structures... within the Dawn of War: Soulstorm General Discussion forums, part of the Dawn of War Series category; Originally Posted by Junk angel Just curious - have you ever actually played against humans? Because once you do, and ...
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| View Poll Results: Which of these armies has the best stuctures for you? | |||
| Sisters of Battle | | 0 | 0% |
| dark eldar | | 0 | 0% |
| necrons | | 1 | 5.56% |
| tau | | 1 | 5.56% |
| imperial guard | | 6 | 33.33% |
| chaos | | 1 | 5.56% |
| orks | | 1 | 5.56% |
| eldar | | 2 | 11.11% |
| space marines | | 6 | 33.33% |
| Voters: 18. You may not vote on this poll | |||
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#11
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#12
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| Again, a turret rush is doable only as one single race - the IG, due to their builder being the only one that can survive actually placing the turret and building it. All other racial builders die too fast. A turret rush was also feasible prior DC 1.2 as eldar VS nec. It was basically the only way eldar could win that matchup on a 1200+AS. A turret rush in teamgames is virtually only doable on maps like into the breach. And even there, do they fail extremely often. Turrets are not a sound investment. That's not even mentioning if you go turrets against TAU|SM|CSM Vespids will murder the turret Raps and assaults will just ignore it and go harass your gens, due to the fact that you busted your eco with that turret. Likewise you can't turret out the IG, as they'll just plomp down a barracks in range of it and put guards in it. Orks? Again, how do you plan to kill him. You can't put the turret very close due to all the guns on their buildings, and as a result you can't touch a gen to prevent their t2. Because you won't be able to force yourself into an ork base, who's eco is again stronger than yours. Necs - a lord has no problem trashing a turret just so you know. Same thing can be said for flayed ones. The only one who seems to suffer is eldar, but only seemingly as he can wraithsong you to hell. That leaves us with whom? Sisters and DE, which I agree I don't know very much. Due to never really playing SS. But I can assure you, they will have their own methods of dealing with a turret rush. In conclusion, a turret rush is about as effective as a vehicle rush, actually even less. Which means, it's effective against someone who doesn't know what he's doing. |
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#13
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| I would say IG buildings are probably the best as you can garrison troops for massive firepower and you can quickly transport troops between bases. The only problem with the tunneling is that you have to have a structure at both ends which means you have to defend it at both ends. They seem to have decent health also, and most buildings are relatively cheap. With the Infantry Command building only 125 req, and isn't the Mechanized Command only worth 200 req and 125 power?
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#14
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And also - the turret doesn't need to be placed in the enemy base to succeed. You can place it in a strategically important area on the map. Early on in the game the tide of battle is decided by a small number of light infantry, and MAYBE a commander or two. Throwing up a couple of turrets real fast can tip the balance just enough to get a foothold. If you play it right, its game over, because your side owns a good two thirds or three quarters of the map. |
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#15
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| Like I've said, a tactical turret covering a couple of LP's isn't that bad, but still not very good. Due to one problematic fact. They cost a lot of resources. Resources which only have an effect in tier one and go down on a non-mobile attack structure. Even if you place two turrets, your opponent can plonk down 2 lp2's and still out eco you, even with the amount of the map you captured. |
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#16
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| i find turrets a bad way to go with chaos, especially since i make a second heretic, due there ability to finish buildings faster (name escapes me at the moment) and force rush a plasma gen and chaos temple, then get a cultists squad and then tech, youll be tier 2 in 1 min 25 seconds! with enough resources to build a sacrificial circle if you really wanted to, its a cheap trickif your allies just slap down gens, then give you power to build a machine temple and a defiler... a defiler within the first 2-3 min of the game is almost and assured victory! unless you get rushed from teching in that case your screwed! lol, Sob prob have the best counter to turret rush, there builders have that ability that does massive damage to stuctures, also i saw a good turret rush yesterday, we were versing an orc and necron, they rushed my dark eldar ally with the grots, necs slapped down a turret just in reach of there buildings and the grots got cloaked, the turret went up and it was over for my ally cause gaurd vs turrets in t1 = fail lol |
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#17
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| Marine building/turrets suit me.
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#18
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| I say eldar but if we're talking Winter Assault or original DoW than I'd say space marines because the unlimited turrets was indestructable... literally indestructable!!!
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#19
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| what do you mean indestructable? a couple of possessed marine squads would make quick work of entire sm bases even with a farm of turrets ahead =) actually, just 1 would usually do the trick XD |
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#20
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| Not to mention, that the marine will be somewhere at early t2 with such a massive turret farm, whereas you're probably already be hitting t4. |
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