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Dawn of War: Dark Crusade
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PostPosted: Thu Aug 03, 2006 7:30 pm    Post subject: Dawn of War: Dark Crusade Reply with quote

Well, the new expansion pack for Dawn of War is almost around the corner and since I'll have the luck of playing it coming weeken at Games Day Germany, I though I might just make a topic about it.

Firstly and mostly, Dark Crusade will see the introductions of not one but two new races the Necron and the Tau. The Necrons are an ancient race or once living now robotic warriors that have the nasty habit of not staying dead even after you shot them down. The Tau are a young race that lugs around a lot of firepower but doesn't do very well in close combat. And yes, they have an intentionally anime-ish look about them. That comes because Games Workshop introduced the race into the tabletop game when they were expanding to Japan.

I could go into detail about what makes the races what they are, what they can do in the tabletop and while we think they will do in Dark Crusade (and frankly, I would love to) but I don't want to bore people.

Another big change is the single-player campaign. Rather than another linear campain as in the original Dawn of War or in Winter Assault the sampaign in Dark Crusade will be map based, much like the Total War games. Meaning you will have to conquer territores and hold them. In this campaign you will also be able to customize your commander not only in looks but also in abilities and weapons, according to how well you are doing. According to an interview if you want to play the compaign fully with all seven races that will be well over 150 missions to play.

I'm pretty excited about Dark Crusade. Still no Tyranids for my to play (and unfortunately in Dawn of War there never will be - the engine cannot support the hordes needed to do the Tyranids justice) but I find Necrons and Tau both cool and the new campaign sounds great.

Too bad that while I'll be playing a preview edition soon I won't be able to play it anymore after that for a while after it was relased, because of lack of a PC Razz

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PostPosted: Fri Aug 04, 2006 3:00 am    Post subject: Reply with quote

I play a tau army myself and cant wait to get this expansion, nothing makes me happier then shreding my opponent to bloody rags with high powered energy weapons. I really do hope the Hammerhead and Broadsides are included, nothing completes a Tau strike force like one or two rail guns to put down tanks left and right.
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PostPosted: Fri Aug 04, 2006 7:27 am    Post subject: Reply with quote

gnaP wrote:
I play a tau army myself and cant wait to get this expansion, nothing makes me happier then shreding my opponent to bloody rags with high powered energy weapons. I really do hope the Hammerhead and Broadsides are included, nothing completes a Tau strike force like one or two rail guns to put down tanks left and right.


I've seen Hammerheads in the trailers, but no Broadsides thus far. And to be honest, I think the Broadsides are one of the units they will leave out since in RTS terms it is an unnecessary unit.

The units I can confirm based on videos are Firewarriors, Kroot, Kroot hounds Krootox, Hammerheads, Stealth Suits and a commander in a battlesuit similar to Shadowsun's. There is a single screenshot with a Crisis Suit but so far none could be seen in a video.

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PostPosted: Sun Aug 06, 2006 10:59 am    Post subject: Reply with quote

In my opinion the Tau look great and I love the Kroot eating there freshly slain foes, and the Necrons look pretty decent to, but as a Warhammer fan I'm really looking forward to an expansion with Tyranids. Though I'm not particularly sure how they would pull it off.
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PostPosted: Sun Aug 06, 2006 4:51 pm    Post subject: Reply with quote

Dingo Fenris wrote:
In my opinion the Tau look great and I love the Kroot eating there freshly slain foes, and the Necrons look pretty decent to, but as a Warhammer fan I'm really looking forward to an expansion with Tyranids. Though I'm not particularly sure how they would pull it off.


They will not at all. THQ as stated that DOW's engine cannot display the numbers of models that are needed to be true to the Tyranids, so there won't be any in DOW. We'll have to wait for DOW 2 for that Sad

However, I just returned from Games Day Germany and got a GOOD look at Dark Crusade. Of course, it was just a beta we got to play, so things might (and will) change but so far, GREAT expansion.

Firstly, the Necrons. I did not actually play them but I watched a friend do so.

As promised before, their resource system is different from the other races. They do not receive or need any requisition points. Their units are played purely with energy. You start out with a Dormant Monolith as HQ building and go from there. The builder units are Builder Scarabs, which you can build for free, much like the Snotlings of the Orks, and there are up to three in one squad. The basic soldier is the Necron Warrior. Packs a mean punch, can take quite some hits and, as most Necron units, has the ability to resurect after being killed. The downside, as it is with most Necrons, they are slow. Rally slow. The first three Warriors of a squad are free, but the following cost energy to build. As I said, that is all you need. However, you'll want to get strategic points anyway as you can buil Obelisks on them which can be umgraded to greatly increase you bulding speed, for Necrons build rather slow.

The leader of the Necron army is the Necron Lord. As with most armies he is an souped-up version of the basic warriors, powerful with mean special weapons. Later during the game you can build a 'Forbidden Archive', that allows you to equip the Necron Lord with a selection of three artifacts from a total of eight. Among these is the Resurrection Orb, which the Lord can use to bring back entire units of killed Necrons.

The Necron army is pretty straightforward. There are few buildings, most of which you need to upgrade and slowly waken the Dormant Monolith, allowing you to build more advanced troops in the process. Those familiar with the tabletop will find all of the Necron units again, from Immortals (bigger, better versions of the Warriors), Flayed Ones (close combat troops that can deep-strike onto the battlefield) Destroyers (Necrons mounted on a anit-gravity platform and carrying heavy weapons), Pariahs (powerful warriors that can affect their opponents morale) Tomb Spyders and Scarab Swarms. Unfortunatly we didn't get to see the last two.

Finally there are the Nightbring and the Monolith. The Nightbringer is a powerful creature which, for the purpose of saving time to explain a rather elaborate piece of background, is similar to a daemon. He is 'summoned' through the Necron Lord, sorta like the Chaos Marine's Bloodthrister. However, and that really surprised us, the Nightbringer remains on the battlefield only a limited time. I'd say, about 5 minutes. After that it disappears, leaving the Necron Lord where it was.

The Monolith, once fully activated, is an insanely powerful vehicle. Painstakingly slow it can stand incredible amounts of punishmen while dishing out unholy amounts of damage to whatever is too close. In addition to that it can teleport itself around. One downside of the Monolith, once it is actuvated you cannot build troops anymore and I'm not sure if it is possible to start a new one.

All in all, the Necrons are incredibly tough bastarts that will be an interesting challenge to deal with.


On to the Tau!

Those guys I got to play myself and man, do the rock. What surpised me the most is that it seems like you can build EVERY unit that exists in the tabletop, something I did not count on at all. Base-building works with the Tau as with the other races, with the exception that higher in the tech-tree you will have to make a decision between two buildings that will determine what sort of units you will be able to build.

The Tau builder unit is a Drone, which works pretty much like every other basic worker. The basic troops are the Fire Warriors. While not very good in close combat, they excel at shooting things, their pulse rifles having a long range and packing a mean punch. There are up to 10 warriors in one team, the the option to add either two sergeant-type Warriors, two shield drones or a combination of both. Their primary leader is the Tau Commander, wearing an XV22 battlesuit (fellow wargamers will recognize the variant of Shadowsun's XV22), equipped with a burst cannon (high rate of fire) that can be upgraded with a heavy flamer, missle pods, a fusion blaster (heavy anti-vehicle cannon that will replace the bust cannon) and a jetpack, allowing it to jump over obstacles as it has seen before with various units. Two other alien spieces that the Tau use as troops are the Kroot and the Vespid. The latter are insectiods who are quick, can fly (jump) and carry rather heavy weapons. The avian Kroot are not so good at shooting but much better at close combat than anything else in the Tau army. As Dingo said before, they eat slain enemies, meaning that after they killed all opponents in sight you cannot use them for a while while they are munching.

A more specialized unit are the XV15 stealth suits. Those light battlesuits are equipped with Burst Cannons, jet packs and a steath generator, meaning that they are invisible except tp leader units. Now, the mean thing about them, unlike every other cloaked unit in the game the Stealth do not have to reveal themselves to shoot their weapons.

As I said the Tau will be able to build pretty much everything they have in the Tabletop game. You will have to decided wether go for more Kroot units or heavy battlesuits and vehicles. The Kroot can build a Shaper (secondary leader) Kroot Hounds, Krootox and ever a Great Knarloc! However, I went for the suits and vehicles.

XV-8 Crisis Suits are large battlesuits, equipped with jetpacks and dual weapons of various kinds. XV-88 Broadsides are a heavier version of the crisis, lacking the jetpacks but instead mounting heavy weapons. While moving they can fire smart-missiles but once they entrench themselves they can bring heavy railguns to bear, wielding truly awesome firepower. The Hammerhead is an quick anti-gravity vehicle, sporting dual burst cannons and a heavy railgun, giving it high mobility and even higher Firepower. The Skyray is a variant of the Hammerhead, exchanging the railgun for a rack of guilded missiles that it can fire in awe-inspiring barrages. Two other vehicles are the Devilfish transporter and the Piranha light skimmer, but I didn't get to try those.

Hmmm... I better stop now. I'm rather tired but still all wound up, a bad combination. If anyone has questions, feel free to ask Smile

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PostPosted: Mon Aug 14, 2006 3:42 pm    Post subject: Reply with quote

Sounds pretty good.

Just bought Dawn of War (with the Winter Assault expansion pack) and got past the tutorial - had waaay too much fun watching my space marine sergeant putting a chainsaw through an Ork's chest.

Having no experience with the table-top game myself, and since the game doesn't seem all that interested in telling me how the other races work, mind giving me an idea about how these other guys operate?

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PostPosted: Mon Aug 14, 2006 5:00 pm    Post subject: Reply with quote

Joshua Fox wrote:
Sounds pretty good.

Just bought Dawn of War (with the Winter Assault expansion pack) and got past the tutorial - had waaay too much fun watching my space marine sergeant putting a chainsaw through an Ork's chest.


That's a chainsword! Sorry, we're a bit picky about such things Wink

Glad you like it though.

Joshua Fox wrote:
Having no experience with the table-top game myself, and since the game doesn't seem all that interested in telling me how the other races work, mind giving me an idea about how these other guys operate?


Unfortunately, as it is most time with RTS games the races are not that much different in how they work. Each have HQs that you start with, buildings to create troops, to upgrade stuff, etc. The tactics differ though

If you take Space Marines as standart then the Chaos Marines are pretty much the same, with a few added twists in form of various daemons. They have basic troops in form of Cultists and Chaos Marines, although the former are little more than cannon fodder once you get to the Marines. The buildings are pretty much the same too, but you get a few special ones used to summon daemons. Their superunit is the bloodthirster, a huge daemon that has to be summoned through one of the commander units and actually slowly loses energy when not in battle.


Orks are putting emphasis on massed troops. Their squads can get huge and they have few vehicles but the ones they have are either pretty speedy or very powerful. Especially their superunits, the Squiggophant is awesome, in the truest meaning of the word. Other than that they are damn hillarious to listen to. One thing one has to watch with Orks is that they use an additional resource, namely the power of the Waaaaagh!!!. You have to increase that by building Waaaaagh!!! Banners, which also help you advance through the tech-tree. One plus of that is that you'll have a lot of turrets standing around, which every Ork building has BTW.


Eldar a fragile but fast and pack quite a punch. They use specialized troops (Fire Dragons are anti-tank, Warp Spiders anti-infantery, Howling Banshees are close combat specialists and so on) and make heavy use of psychic powers. Their vehicles are all anti-grav and thus pretty fast but more fragile than those of the other races. The Eldar are a bit of free in regard of building their bases because by building Warp Portals they can put them nearly anywhere in a manner quite similar to the Protoss Phylons in Starcraft. However, the Eldar can actually telepors their troops and buildings around via those portals. Oh, I almost forgot, the Eldar's superunits is the Avatar of Khaine, a massive, daemon-like creature that will also inspire to other Eldars so their buildings produce faster and their troops get a morale boost.

The Imperial Guard uses troops that are weak but come in vast numbers, supported by a few specialists and lots and lots of tanks. Imperial Guardsmen cannot do much but their performance can be improved by attaching priests or Commisars to the squads. Other troops are Kasakrins (elite guardsmen), Ogryns (slow but powerful) and some special stuff like Sanctioned Psykers (the Imperium normally doesn't like those) and the Vindicare Assassin (a powerful sniper). When it comes to tanks the IG has a LOT to choose from, from the Chimera troop transport over the Basilist artillery tank, the Hellhound flame tank to the Leman Russ Main Battletank. The superunit is the Baneblade, a massive tank bristling with weapons. They 'advertise' it is "Eleven barrels of death!", even though gamewise it only has eight weapons, but that's a different story Wink Oh, their bases are pretty much standart, nothing special I can remember right now.

Not really much I can say about the Necrons and Tau yet since things might change from the beta I have played but we can count on the Necrons being slow but powerful and very tough while the Tau should be quick and able to weild quite some firepower but not too good in close combat.

Hope this helps. I don't claim all of this to be correct and complete but it hope it will help anyway.

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PostPosted: Mon Aug 14, 2006 5:19 pm    Post subject: Reply with quote

Fair nuff'. Sounds kickass either way, and I'm having a great deal of fun.

Now if you'll excuse me, I have to put a few more chainswords through some very unfortunate Ork faces Razz

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PostPosted: Mon Aug 14, 2006 7:01 pm    Post subject: Reply with quote

Hehe, have fun!

I could give you background info too... but that is something I love to talk about and I tend to get a bit wordy...

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PostPosted: Mon Aug 14, 2006 8:23 pm    Post subject: Reply with quote

Tygon wrote:
Hehe, have fun!

I could give you background info too... but that is something I love to talk about and I tend to get a bit wordy...


Knock yourself out, Buddy. I'm on the second mission of the campaign and thus far all I've learned about the backstory is:

1) Orks are flammable

2) Orks do not appreciate having chain swords shoved through their bodies

3) under the right conditions, Orks can be exceptionally aerodynamic

and 4) thou shalt not piss-off the Emperor.

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PostPosted: Fri Aug 18, 2006 1:35 am    Post subject: Reply with quote

Ok, finished the space marines campaign and I think I have a pretty good hold on things. Well, most things.

1) Orks - your general psychotic (and exceptionally amusing) beserkers who "loves ta' scrap wit' dem humies" and anything else that might happen to be in the way.

2) Space Marines - the ultimate badasses of the Universe; can't help but love watching fully upgraded squads of Space Marines carving a swath through anything and everything in their way, though some of their dialogue is a bit on the weird side, especially those damned Librarians ("Do not fear the psycho"?) though everyone seems to sound angry and constipated regardless.

3) Chaos - psychotic demon-worshipers in space. Reactions to their units have ranged from, "Meh." to "HOLY F*CKING SH*T!" Always good to have a faction that eats, sleeps, breathes and drinks a diet of nothing but nutritious evil shakes 24-hours a day (or in terms of space days, 782-hours a day).

4) Imperial Guard - LOVE the vehicles (tanks + artillery = Pure Awesome); HATE the infantry. My impression of any Imperial Guard Unit without a Commissar:

Imperial Guard: "AAAAAAH! IT IS A FLUFFY KITTEN! RUN FOR YOUR LIVES OR IT WILL SURELY DEVOUR US ALL!"

AUGH. Still, at least it's something for folks who like some more traditional weapons and units for RTS games. Can't for the life of me see why this is a different faction from the Space Marines, though. Great to have a new faction, don't get me wrong, but it just seems like the equivalent of putting the U.S. Navy and Army into a game as different factions - sure, different equipment, different troop types, but you wouldn't exactly expect to see them opposite each other.

And finally 5) Eldar - ... ok, I admit it, I really don't get the Eldar. Every time I've played them so far in the Winter Assault Campaign all I've been able to do is kill something or blow something else and then run for my life. The Hell? That coupled with the hugely arrogant attitude baffles me.

"Sure, we may be getting our asses handed to us every five minutes by EVERYONE, but hey, we're still the most awesome in the Universe."

Mind filling me in on these beanpole rejects? I'm seriously not getting em'.

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PostPosted: Fri Aug 18, 2006 2:06 am    Post subject: Reply with quote

Joshua Fox wrote:

4) Imperial Guard - LOVE the vehicles (tanks + artillery = Pure Awesome); HATE the infantry. My impression of any Imperial Guard Unit without a Commissar:

Imperial Guard: "AAAAAAH! IT IS A FLUFFY KITTEN! RUN FOR YOUR LIVES OR IT WILL SURELY DEVOUR US ALL!"

AUGH. Still, at least it's something for folks who like some more traditional weapons and units for RTS games. Can't for the life of me see why this is a different faction from the Space Marines, though. Great to have a new faction, don't get me wrong, but it just seems like the equivalent of putting the U.S. Navy and Army into a game as different factions - sure, different equipment, different troop types, but you wouldn't exactly expect to see them opposite each other.


Thats how they somewhat play in the table Top version, well depends on the regiment now really with the new codex out for them. The old codex made them out as mostly a massed fire army that was easily defeated if not backed properly by armor and heavy weapons teams. But its intimidating when you see a player setting up an army that consists of 200 or so individual troopers, and that just the basic troopers. Then comes along the crud but effective tanks, they dont have that many fancy toys on then, but you really dont need that when you have an orderance blast template strength 8 ap2 battle cannon to make up for it.

Joshua Fox wrote:

And finally 5) Eldar - ... ok, I admit it, I really don't get the Eldar. Every time I've played them so far in the Winter Assault Campaign all I've been able to do is kill something or blow something else and then run for my life. The Hell? That coupled with the hugely arrogant attitude baffles me.

"Sure, we may be getting our asses handed to us every five minutes by EVERYONE, but hey, we're still the most awesome in the Universe."

Mind filling me in on these beanpole rejects? I'm seriously not getting em'.


Well they used to pratically rule most of the galaxy before the Ctan decided to start harvasting them for food, then there was the time when a huge number of eldar decide to hold a huge orgy and in the process of there collective minds created the Choas good Slaanesh god of Excess and all things pleasurable. And it all went down hill from there, then you have tryanids munching on them from deep space and the Imperium trying to wipe you out from known space. You could say they are like the very wealthy that become dirt poor, they still feel they are better then you, the Eldar just happen to think the same thing its just a ten fold more intense.

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PostPosted: Fri Aug 18, 2006 5:24 am    Post subject: Reply with quote

Okay, let me fill some blanks here and give some more details. Firstly, you have to remember that this is based on a tabletop game which works with radically different rules than an RTS. In Warhammer 40K they are very different armies. It is true that the Space Marines and the Imperial Guard are not THAT different from each other and that they could be viewed as two branches of the same military body, but that is not true. Space Marines are not only the ultimate Elite, they also operate independently from the Imperial Guard. They have their own worlds (most of the time at least) their own supply of equipment and troops, their owns spaceships and so on. If you want help from a Space Marine chapter there is little more you can do than request it and if the Marines decide not to help, well, bad luck. Inquisitors have some more power there, but there are a few chapters who won't even listen to them. In fact, the Space Wolves are even known to first shoot at an Inquisitional ship when it enters their system and maybe then ask questions.

Regarding the Eldar, gnaP was not 100% correct. They did rule the galaxy, yes, but only after the war between the C'tan and the Old Ones left it almost barren and devoid of life. The Eldar, along with a lot of other races, fought in that war, since they were the cration of the Old Ones, but it would be said too much to call it their war.

After the C'tan and their Necron armies went to sleep the Eldar took over and were in charge for the next 65 million years. Only 10000 years ago (from the point of view of the game) did they lose that power. You see, in the warp, that alternate dimension that is used for FTL travel, thoughts and emotions can manifest themselves. The Eldar had become increasingly hedonistic. In their mindset, if you do something you do it will all your being and they where in charge of a massive empire that at this point was handling itself now so they indulged themselves in pleasures and all the nice things in life they could think of. All this pleasureseeking slowly culminated in the warp until the chaos god known as Slaanesh was born. His/her birth was a cataclyptic even that the Eldar call The Fall. It whiped out most of their race and crated a massive, permanent connection between the warp and real space where the Eldar Homeworlds had been, the so called Eye of Terror. The only Eldar who survived are those who saw what was coming and left their race beind, either to settle on primitive worlds or in the massive Spaceships known as Craftworlds.

Now, the Eldar of course have never forgotten that they once were in charge of the place and they still seek to restore the galaxy to that state. It is said that their race is dying, for even though they live extremely long, they don't have kids very often and it is a complicated process for them. The Chaos Marines' last Black Crusade wasn't a good thing for the Eldar, since the Craftworld Ultwe got attacked a lot and one of their most prominent Farseeres was killed. The recent attack on the Craftworld Iyanden by the Tyranid Hivefleet Kraken didn't help either.

To the Eldar pretty much all other races are inferior, so, yes, they are extremely arrogant. In face, in the current Eldar Codex (rulebook for them in the tabletop, they will get a new one soon) it is said that "Their arrogance is matched only by their firepower."

Of course, that doesn't change that they are fragile compared to a Space Marine and they need to be used with care or that army will fall apart under you hands.

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PostPosted: Mon Aug 28, 2006 4:47 am    Post subject: Reply with quote

Tygon wrote:

To the Eldar pretty much all other races are inferior, so, yes, they are extremely arrogant. In face, in the current Eldar Codex (rulebook for them in the tabletop, they will get a new one soon) it is said that "Their arrogance is matched only by their firepower."



So 'Elves in Space', gotcha Wink

Sounds about right, though I'm not entirely convinced of the firepower aspect just yet. Only real trouble I've found in fighting them beside the Farseers (Damn, they can smack you around) is the Avatar. Still not sure what exactly that is (all I kept hearing was 'Physical Manifestation of their war-god', so I've been going with that) but I admit it was imposing as Hell when I first saw it.

Didn't last too long, though. Was able to bring it down by luring it into a big ol' mine field then trapping it in there with my Predators and Space Marines and wailing on it until it screamed like a little girl (or whatever the Eldar equivalent is) and dropped. Now I only freak seeing it if I'm playing the Orks and don't have any Squiggoths yet. I've found the Space Marines' Chaplain - damn those guys creep me out - and the Chaos Space Marines 'Big Freaking Demon' (forgot the actual name) kick its ass back to the warp, in the latter case with one hit... however that works.

Thanks for the info; I think I've got the basics pretty much down save for those Necron guys. Don't know anything about them, though judging from the name I assume death is somehow involved Smile

Oh, and figured you might get a kick out of this comic:



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PostPosted: Mon Aug 28, 2006 7:52 am    Post subject: Reply with quote

Joshua Fox wrote:
(all I kept hearing was 'Physical Manifestation of their war-god', so I've been going with that) but I admit it was imposing as Hell when I first saw it.


That's pretty much it, yes. When the Fall of the Eldar created the Chaos god Slaanesh the Eldar gods fought her but most of them were consumed in the first moments after Slaanesh's birth. Only the Laughing God was able to hide and another one was able to fight. That god was Kheala Mensha Khaine, the Bloody-handed god, the wargod of the Eldar. Neither Slaanesh nor Khaine seemed to be able to get the upper hand in the battle and eventually it was Khorne, the chaos god of war who bought the fight to an end. He claimed that as a god of war Khaine belonged to him and in the following fight between the two chaos powers Khaine was torn asunder. The splinters of him where scattered over the galaxy, eventually coming to rest in the hearts of the Infinity Matrix of the Eldar Craftworlds, the wraithbone skeleton that made up core and frame of the gigantic spaceships. There they formed great statues of Khain out of solid metal. In dire times the bravest of warriors among the Eldar can sacrifice themselves to wake these Avatars so that they might aid and protect the Eldar in battle.

Joshua Fox wrote:
Thanks for the info; I think I've got the basics pretty much down save for those Necron guys. Don't know anything about them, though judging from the name I assume death is somehow involved Smile


True. They are essecially the sci-fi version of the undead (what of course doesn't keep GW from putting actually zombies in the game here and there;)

The Necrons were once known as the Necrontyr, one of the oldest races in the galaxy. However, they were plagued by a violent sun that bombarden them with radiation and made their lives short and painful. Even when they left their home planet they could not escape the shot life that had been burned into their genetic code. Eventually they clashed with the Old Ones, an even older race that has created many of the races known these days. The Necrontyr were jealous of the Old One's power and incredibly long lifespan and so they started a war they were doomed to lose. Even though the Necrontyr had the superior technology with their powerful gauss weapons and self-reparing machines but the Old One's mastery of the Warp and thus MUCH faster transportation an communications meant that they Necrontyr could not win. Only when they discovered the C'tan, mighty energy beings that lifed in the corona of old suns did the tides turn. They created shells of living metal for the C'tan, allowing them to manifest themsleves in the physical world. Unfortunately, the C'tan who until then had only fed on the energy radiated by starts developed a taste for the life-force of living beings. Relentlessly they drove the Necrontyr into another war with the Old Ones do get more and more beings to feed on. Eventually they made an offer to the Necrontyr. A combination of the C'tan's power and their technolgy would created new, immortal bodies for the entire race. Eagerly the Necrontyr agreed but in the end they were deceived. Their entire race was consumed by the C'tan and their souls trapped in robotic bodies. They had what they wanted, yes, but most of them lost all sense of self in the process. Only the most powerful among them were able to retain their memories and individualism but even those were mere shadows of their former selves. Thus the race known as the Necrons came to be. Legions of robotic warriors that are almost impossible to kill, driven by a insatiable hate of everything alive.

The War was devastating. The Old Ones threw more and more weapons into the battle, creating many races to fight for them. Both the Eldar and the Orks were among those. The war slowed down when trickery turned the C'tan against each other. Just when only four of them were left did they realize what happened around them.

The Warp is a dimension where thoughts and emotions are as substantial as a physical body. Strong emotions in the real world can affect the Warp and when billions of beings died in the horrors of war previously harmless entities in the Warp turned into fearsome predators. Thus the first daemons came to be. However, the most terrifying of these horrors where a group of beings known as the Enslavers. Born of the Warp the sought out active psykers to form a connection with and turn them into a living portal, allowing them to enter the physical world. They they possessed unparalled powers of psychic control, devastating what little of the galaxy the war had left untouched.

The Enslavers were the end for the Old Ones. Even though nobody knows if they all had been killed or of they left the galaxy, the C'tan and the Necrons had the pleasure of their enemy being vanquished by the power that had given them their biggest advantage. However, they had to realize that there was barely any life left in the galaxy and so they decided to wait. They were all immortal and could simply weather out the time in their tomb worlds unitl life and spread again in the galaxy. Now, 65 million years later the Necrons and their masters are slowly waking to reclaim the galaxy.

Game-wise the Necrons are gonna be incrediby tough, not least thanks to their ablity to simply get back up after they have been shot down. Slow, yes, but also terribly powerful.

Joshua Fox wrote:
Oh, and figured you might get a kick out of this comic:


Hehe, quite funny, yes.

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