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02-17-2009, 01:14 AM #16
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02-17-2009, 09:20 AM #17
Re: DoW2: Tyranid Discussion
Well, TT is balanced around a turn-based system of play. Dice are rolled for just about everything, and rulers and blast markers come out in the firing phase (which is why each game is a multiple hour event).
So... Reaper's right, in a fashion. Realtime gameplay probably breaks the TT balance anyway, so a few concessions towards the new setting would be made to make the game fun to play.
Guess we'll see what the final product is. Isn't it released tomorrow? Today?--------------------------------------------------------------------------------
Blah blah blah.
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02-17-2009, 09:22 AM #18
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02-17-2009, 11:43 AM #19
Re: DoW2: Tyranid Discussion
steam says the 19th
Reapator, overlord of ponies

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02-23-2009, 05:55 PM #20
Re: DoW2: Tyranid Discussion
possible explanation of synapse
http://community.dawnofwar2.com/view...2042675589f64d
although directed at angry SM players its good info to knowReapator, overlord of ponies

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02-23-2009, 07:19 PM #21
Re: DoW2: Tyranid Discussion
Yeah, I've been trying to work on my synapse skills. A strat that I have been trying lately is getting a set of warriors with the VC upgrade, then a few Termagaunt squads. The knockdown ability works great against enemy commanders and units that are attempting to flee, and the improved damage works well against armor.
Two points that concern me. One, keeping my warriors alive. Since an opponent is likely to be aware of the synapse abilities, he will target my warriors first. Once they are gone, my army strength is cut down considerably. And warriors are damn expensive (req wise) to replace, so best to micro manage and be ready to retreat when necessary. My second point is that I don't know what the exact range of synapse is, like how close proximity wise my commander or the synapse providers needs to be for my other units to be beneficiaries of the synapse. I searched the forums but haven't found an answer to this question yet.
One other thing I would like to throw out there, is that I read on the DOW forums that upgrading your base increases the health of all your units on the field. I can't find the specific thread right now, but it may be worthwhile to upgrade T3 just for that even if you have no plans to build units from that tree at the given time.
B
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02-24-2009, 02:25 AM #22
Re: DoW2: Tyranid Discussion
So how would you recommend fighting the Tyranids? Destroy the Synapse beings first (Warriors, Hive Tyrant, Zoanthrope)?
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02-24-2009, 03:53 AM #23
Re: DoW2: Tyranid Discussion
you don't know what expensive is till you play SM
Reapator, overlord of ponies

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02-24-2009, 07:58 AM #24
Re: DoW2: Tyranid Discussion
damm true

My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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02-24-2009, 03:34 PM #25
Re: DoW2: Tyranid Discussion
Always kill the warriors first. Zoanthrope is uncommon, but you need to stick something on it (melee) to keep it occupied. If your hero has special melee attacks, like any 3 of the Tyranids, Warlock, Force Commander, and Warboss, you most likely want to target the Gaunts - one special melee from these Commanders and Gaunts are most likely reduced to 1/2 or lower health.
Of course, I am completely conscious of this (I play Tyranid) and I very rarely end up getting my Warrior squads killed. Sometimes I make two adrenal gland Warrior squads just to keep Synapse up.
As far as range on Synapse, I do not know. I don't think it is terribly far. The easiest way to find out would be to have a barbed strangler Warrior squad or Hive Tyrant with improved synapse, and run your units just into range of the health bonus.












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02-24-2009, 03:35 PM #26
Re: DoW2: Tyranid Discussion
Ravener Alpha also has an upgradeable synapse ability. It improves damage - not sure by how much.













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02-25-2009, 01:52 PM #27
Re: DoW2: Tyranid Discussion
Damn you Tyranid. What else has worked against you Unload. Anything? Which race is hardest for you (Tyranid) to beat? As a SM player Nids give me the most trouble followed by a good Eldar player.
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02-25-2009, 06:36 PM #28
Re: DoW2: Tyranid Discussion
Other Tyranids - Good Eldar players (Grenade spam, Fire Prism, Avatar)
Orks are tough in the beginning, but they can't keep up.
Space Marines strats like turret spam, devastator cannons behind your army, tac squads with flamers.
If you are fighting Tyranids get a Force Commander with Thunder Hammer, and definitely flamers. Shotguns are only good against Gaunts, so in early game, get a shotgun on your scouts.
Although, Tyranid has an almost perfect counter for everything, but really only with Ravener Alpha.
Lictor is really lacking now, and Hive Tyrant for me is no good, since I like to go melee. Bolters and plasma are good for Hive Tyrant nid armies, but are pretty much worthless against Ravener Alpha (since I can tunnel behind you) and Lictor has infiltrate with upgradeable suppression attack.
Flamers, infantry in buildings, early dreads backed up by other units, and Force Commander decked out are pretty tough battles.
Like I said, kill the warriors.












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02-26-2009, 08:01 PM #29
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05-06-2009, 02:00 AM #30
Re: DoW2: Tyranid Discussion
ive been loving staying with low cost units lately. A hive tyrant with barbed, warrior squad with barbed, 1 tormie and 1 hormie for early game, with mostly close combat squads with close combat synapse upgrades for late game except for VC for hivetyrant. Carnafex's, ravener, and zoanthroapes are over rated when you have a disgusting number of units flanking every which way.
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