

Dawn of War Army Thread
#51
Posted 29 January 2008 - 22:13
#52
Posted 29 January 2008 - 22:32


#53
Posted 29 January 2008 - 22:53
not on TT though

Chaos Badge and Banner and scheme go to some guy off filefront, can't remember his name, but I had to download his army, with the name like that (They who F*ck up your Christmas) XD
Credits to the custom Tau skins go to the guys at Skins@HiveWorldTerra, brilliant skin site, hunt them down and check them out.
PS, Killer, Nice job

So, heres a few bulk shots;






Edited by Niddy, 29 January 2008 - 22:57.

#54
Posted 29 January 2008 - 23:01
Good scheme for chaos.


#55
Posted 29 January 2008 - 23:04
they're the only units that can cap points while you begin to build your base, the Tau mod had a better idea, Pathfinders as Scouts.
Plus they're a really expensive race.
Edited by Niddy, 29 January 2008 - 23:04.

#56
Posted 29 January 2008 - 23:09

#57
Posted 29 January 2008 - 23:10


#58
Posted 29 January 2008 - 23:22
And then when you get the Tau barracks, your fire-warror squad, basic infantry, costs you 210 req each, and then another 70 for each additional member? They should have nerfed the FW unit before release, dropped the price, and increased the starting squad to 4, and the max squad to 7 or 8 or something.
They might hang around longer then, and cost a little less to get onto the battlefield.

#59
Posted 30 January 2008 - 09:40
Both of them are weak early ingame but if they tech fast enuff there's nothing that can stop em....I mean Tau have the Hammerheads and Greater Knarloc (basically Hammerheads disrupt infantry whilst the Knarloc pwns the vehicles) and the IG have the Baneblade which is basically same as the combo from above....

#60
Posted 30 January 2008 - 13:38
Anyway every race have their own unique units and abbilities and also different strategies.
Tau and IG are not that weak in early game.Tau have kroots and FW's and IG strong command squad.Guardsmens are quite weak than other inf but they are superior in numbers.


#61
Posted 30 January 2008 - 18:24
soho, on 30 Jan 2008, 8:38, said:
And to add to that; It's not hard to get, at the least, 5 fully renforced squads out for IG early game. And Granade Launchers for them can make a mess of range based infantry. And thankfully, Commissars are avilable early, incase you start having major moral issues.
My escape route goes through the enemy.

#62
Posted 30 January 2008 - 19:08
now for the Tau...Fire Teams are useless if they dont have some sort of long line of sight unit with em....otherwise they get easily overrun even by Guardsmen and the Kroot cant even withstand a one-on-one battle with any fully reinforced melee unit

#63
Posted 30 January 2008 - 20:09


#64
Posted 30 January 2008 - 20:38
soho, on 30 Jan 2008, 15:09, said:
Only if you turtle, if your aggressive and capture points like mad you can do it. Which is what I do.
The hard part is holding all those points.

My escape route goes through the enemy.

#65
Posted 30 January 2008 - 22:33

#66
Posted 30 January 2008 - 22:50
My escape route goes through the enemy.

#67
Posted 30 January 2008 - 22:54

Regards,
Nuker

#68
Posted 30 January 2008 - 23:13



#69
Posted 31 January 2008 - 10:40
Lizzie-DS, on 30 Jan 2008, 23:50, said:
my statment still stands....you cant do it in 5 mins (Relics and Crit's also capture 3x times slower and u cant build listen points cuz you again wouldnt have any req for a bunch of CP's nor the manpower to hold all the points to get the fortified
@ Nuker: Im too lazy to make a new thread and there isnt any other DoW thread to post in unless im gonna necro a oldie

#70
Posted 06 February 2008 - 02:10
#71
Posted 06 February 2008 - 12:59

#72
Posted 07 February 2008 - 21:56



#73
Posted 08 February 2008 - 03:52

http://forum.cncrene...showtopic=21369
#74
Posted 10 February 2008 - 01:29

And just for lolz, the army i play when im in a humorous mood, the unstoppable army of the Poiple Chapter

#75
Posted 10 February 2008 - 10:33
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users