Dawn of War II: Retribution
Wizard 17 Sep 2010
Wizard 27 Sep 2010
I would point out that this reveals nothing other than extensive use of Wraithlords and that the Eldar will be from Alaitoc
Edited by Wizard, 27 September 2010 - 22:20.
Sgt. Nuker 28 Sep 2010
Biel-tan or Ulthwe would have been like using the Blood Ravens or Ultramarines for the Space Marines or the Black Legion or World Eaters for Chaos. Alaitoc is a craftworld that is known, but not featured too often (if at all) in games. Granted, I prefer Biel-tan, but something different is always good.
Wizard 28 Sep 2010
Sgt. Nuker, on 28 Sep 2010, 1:32, said:
Biel-tan or Ulthwe would have been like using the Blood Ravens or Ultramarines for the Space Marines or the Black Legion or World Eaters for Chaos. Alaitoc is a craftworld that is known, but not featured too often (if at all) in games. Granted, I prefer Biel-tan, but something different is always good.
It is nice to see them using alternative Craftworlds, but I don't think that Alaitoc will be the featured Craftworld tbh. If you look at the last portion of that video, the rune is that of Biel-tan. I think that video is from the mutliplayer
Sgt. Nuker 28 Sep 2010
There's still time for them to correct it. Kidding aside, one wonders why they would show one race and then show the symbol of another craftworld.
SquigPie 28 Sep 2010
No, but Dark Eldar is getting a new Codex.
Yes, first Duke Nukem Forever, now Codex: Dark Eldar.
/tg/ shat bricks when it was announced.
Yes, first Duke Nukem Forever, now Codex: Dark Eldar.
/tg/ shat bricks when it was announced.
Wizard 12 Oct 2010
Quote
"I like yer hat by the way…" - Kaptin Bluddflagg
The Ork campaign in Dawn of War II: Retribution centers on the brutal Kaptin Bluddflagg and his Freebooters. Freebooters are groups of Ork pirates that are commanded by Kaptins of pure infamy. They are the richest and most obnoxious of all Orks, that pursue a life of conquest and pillage, plying the stars in grotesquely ornamented Kill Kroozas.
Unlike most Ork Warbosses, Kaptin Bluddflagg isn’t just out to find the biggest fight he can get into or looking to start a world destroying Waaagh! Loot is also on his mind. If something catches his fancy, get out of his way.
Many of Kaptin Bluddflagg’s abilities in the campaign also effect da boyz he leads, his crew. Abilities are unlocked and upgraded as campaign heroes level up. Bluddflagg’s starting ability is Waaagh!!!, which breaks suppression, boosts speed, damage, and the defense of his nearby crew. The more units that are in range of his ability, the greater the effect it will have. It can be upgraded to also summon Orks to reinforce his squads or fight as temporary allies, ensuring the enemy is overwhelmed good and proper.
Mister Nailbrain is a Mekboy and Kaptin Bluddflagg’s First Mate. He may be the smallest of the Ork heroes in the campaign, but he is a mad Ork genius that not only contributes to the fighting but also offers his insights and opinions, such as they are, to the good Kaptin. His starting ability in the campaign is Repair, which can come in handy since you can now train units during scenarios, including vehicles. Small as he is, he packs some serious firepower with his array of Deffguns that are available to him in the campaign.
Spookums is the Kaptin’s Kommando Nob. He has moments of subtlety when he can use his Infiltrate ability to close on enemy positions, but you can be sure that things won’t remain quiet for long. Destruction and flying bodies are likely to follow, even if it turns out that the flying body is Spookums . With his Grappling Hook ability he can hurl himself into the fight or to a better position as the need arises.
Brikkfist is a Storm Nob that has joined with this band of Freebooters. If there’s a line of enemy units that need to be engaged, his Jump ability can land Brikkfist right in the middle of the action. As he levels up you will have access to a variety of abilities, including those that add further explosive knockback and explosive damage to Brikkfist’s basic Jump ability, which sees him propelled into combat thanks to the explosive rocket strapped to his back. With Brikkfist around, fireworks of one sort or another are guaranteed.
The opening scene of the Ork campaign has Kaptin Bluddflag and his First Mate, Mister Nailbrain, picking up the pieces after an explosion. Their Krooza has been blasted from the sky, so they are without a ship, and their crew is scattered. The only thing on the good Kaptin’s mind, in true Ork fashion, is simple. Find who done it and krump’em!
The Ork campaign in Dawn of War II: Retribution centers on the brutal Kaptin Bluddflagg and his Freebooters. Freebooters are groups of Ork pirates that are commanded by Kaptins of pure infamy. They are the richest and most obnoxious of all Orks, that pursue a life of conquest and pillage, plying the stars in grotesquely ornamented Kill Kroozas.
Unlike most Ork Warbosses, Kaptin Bluddflagg isn’t just out to find the biggest fight he can get into or looking to start a world destroying Waaagh! Loot is also on his mind. If something catches his fancy, get out of his way.
Many of Kaptin Bluddflagg’s abilities in the campaign also effect da boyz he leads, his crew. Abilities are unlocked and upgraded as campaign heroes level up. Bluddflagg’s starting ability is Waaagh!!!, which breaks suppression, boosts speed, damage, and the defense of his nearby crew. The more units that are in range of his ability, the greater the effect it will have. It can be upgraded to also summon Orks to reinforce his squads or fight as temporary allies, ensuring the enemy is overwhelmed good and proper.
Mister Nailbrain is a Mekboy and Kaptin Bluddflagg’s First Mate. He may be the smallest of the Ork heroes in the campaign, but he is a mad Ork genius that not only contributes to the fighting but also offers his insights and opinions, such as they are, to the good Kaptin. His starting ability in the campaign is Repair, which can come in handy since you can now train units during scenarios, including vehicles. Small as he is, he packs some serious firepower with his array of Deffguns that are available to him in the campaign.
Spookums is the Kaptin’s Kommando Nob. He has moments of subtlety when he can use his Infiltrate ability to close on enemy positions, but you can be sure that things won’t remain quiet for long. Destruction and flying bodies are likely to follow, even if it turns out that the flying body is Spookums . With his Grappling Hook ability he can hurl himself into the fight or to a better position as the need arises.
Brikkfist is a Storm Nob that has joined with this band of Freebooters. If there’s a line of enemy units that need to be engaged, his Jump ability can land Brikkfist right in the middle of the action. As he levels up you will have access to a variety of abilities, including those that add further explosive knockback and explosive damage to Brikkfist’s basic Jump ability, which sees him propelled into combat thanks to the explosive rocket strapped to his back. With Brikkfist around, fireworks of one sort or another are guaranteed.
The opening scene of the Ork campaign has Kaptin Bluddflag and his First Mate, Mister Nailbrain, picking up the pieces after an explosion. Their Krooza has been blasted from the sky, so they are without a ship, and their crew is scattered. The only thing on the good Kaptin’s mind, in true Ork fashion, is simple. Find who done it and krump’em!
A couple of days old, but nvm. Would've preferred to have had a weirdboy in there, but these four just mimic the SM squad loadout. Sure the Weirdboy will figure at some point, probably with along with a Deff Dred
Edited by Wizard, 12 October 2010 - 08:31.
SquigPie 12 Oct 2010
Da abuv posta is a no gud git whoz'a doubtin' da WAAAAAAAAGH!
Dred and WierdBoy will hopefully show up later in the campaign
Dred and WierdBoy will hopefully show up later in the campaign
RaiDK 12 Oct 2010
A Weirdboy would be... well, weird. Namely because Weirdboys have this tendancy to explode with a moment's notice.
Sgt. Nuker 12 Oct 2010
I believe the reason is a little more brick and mortared than that mate. Weird Boyz do "explode" but only if they channel enough psychic energy to do so. This is the main reason they're kept separate from da boyz until it's time for Da WAAAGH! Not only that, but Freebootaz do not typically have Weird Boyz at their disposal or amongst they're clan. Remember, Freebootaz ply the stars more than any other klan, so even though their spacecraft can be quite large, the "living space" in such a craft is stock-piled with gunz, gunz, and more gunz. Whatever space isn't devoted to weaponry is devoted to Greenskinz.
SquigPie 12 Oct 2010
Sgt. Nuker, on 12 Oct 2010, 18:47, said:
I believe the reason is a little more brick and mortared than that mate. Weird Boyz do "explode" but only if they channel enough psychic energy to do so. This is the main reason they're kept separate from da boyz until it's time for Da WAAAGH! Not only that, but Freebootaz do not typically have Weird Boyz at their disposal or amongst they're clan. Remember, Freebootaz ply the stars more than any other klan, so even though their spacecraft can be quite large, the "living space" in such a craft is stock-piled with gunz, gunz, and more gunz. Whatever space isn't devoted to weaponry is devoted to Greenskinz.
Yeah, but on the other hand they COULD run into a local hermit Wyrdboy.
Sgt. Nuker 12 Oct 2010
"Run into", yes, but there's a strong chance that the Weird Boy is already attached to a klan (or even if he wasn't) and therefore would be hostile towards the Freebooterz.
SquigPie 13 Oct 2010
Sgt. Nuker, on 12 Oct 2010, 22:31, said:
"Run into", yes, but there's a strong chance that the Weird Boy is already attached to a klan (or even if he wasn't) and therefore would be hostile towards the Freebooterz.
As you said, Wyrdboys usually stick to themselves, there's bound to be a few hermit Wyrdboys out there.
Soul 20 Oct 2010
So the Tyranid trailer was released and since no one else has posted it, I guess I will.
Edited by Soul, 20 October 2010 - 01:28.
Edited by Soul, 20 October 2010 - 01:28.
Wizard 22 Oct 2010
I have never been a Nid fan and find then a thoroughly uninteresting faction/species. What I will say is that the new Eldar commander at 0:49 is intriguing.
Warlock 22 Oct 2010
I'm hoping they aren't going to boot the Warlock and replace him with the Autarch :(
Wizard 01 Nov 2010
Seems to suggest Noise Marines may be in Retribution. If that is you can make them out from this horribly captured screenie.
Sgt. Nuker 01 Nov 2010
If those are Noise Marines, then the effects from their Sound Blasters and Sonic Cannons is quite lacking. They shoot sound (actually a very violent mixture of bass tones) that shake and rattle the target to bits, not this whispy plasma nonsense. That is of course, the guns they're shooting are plasma based. Then the effect is quite alright.
SquigPie 01 Nov 2010
Yeah, Nooka said it (I don't like ya new name boss, smellz too much a' 'umie if ya ask me). I hope they include Rubric Marines aswell, Next to da orkz, Tzeentchian Chaos Marines are my favorite 40k army.