Dawn of War II: Retribution
#51
Posted 01 November 2010 - 18:19
#52
Posted 01 November 2010 - 18:36
Dr.Wizard, on 1 Nov 2010, 19:19, said:
Too much sex, drugs, and tentaclerape for them?
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Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#53
Posted 01 November 2010 - 20:41
As you can tell, Slaanesh is "wired" very differently from Nurgle, Khorne and Tzeentch, where to the other 3, winning is all but essential. Serve Khorne until death or he will kill you. Nurgle's rot will eventually wipe out his servants, even though, compared to all of the other Chaos gods, Nurgle is the most fatherly, and therefore most caring, and Tzeentch already knows (or appears to know) his servants and their intent. Perhaps it is this that separates Slaanesh from the other gods. That, and considering that Slaanesh is the "youngest" of all the Chaos gods, having only been formed after the great fall of the Eldar.
Regardless, it is a shame though that Noise Marines don't stand a snowball's chance of being included. Would be nice to "bring da noize" against an opponent you have to admit.
#54
Posted 01 November 2010 - 20:59
Dr. Nuker, on 1 Nov 2010, 21:41, said:
As you can tell, Slaanesh is "wired" very differently from Nurgle, Khorne and Tzeentch, where to the other 3, winning is all but essential. Serve Khorne until death or he will kill you. Nurgle's rot will eventually wipe out his servants, even though, compared to all of the other Chaos gods, Nurgle is the most fatherly, and therefore most caring, and Tzeentch already knows (or appears to know) his servants and their intent. Perhaps it is this that separates Slaanesh from the other gods. That, and considering that Slaanesh is the "youngest" of all the Chaos gods, having only been formed after the great fall of the Eldar.
Regardless, it is a shame though that Noise Marines don't stand a snowball's chance of being included. Would be nice to "bring da noize" against an opponent you have to admit.
It's rather sad that the four gods have been flanderized (a certain aspect of the character is excagerated until it BECOMES the character).
Khorne isn't just "BLOODDEATHSKULLSBLOODDEATHSKULLS!" He's also the noble if brutal warrior whom prefers an honorable duel. And respect those whom beat his disciples (although the loser pays with his skull). He's all the different aspects of war
Nurgle isn't all "Maggots, rot herpderp". He's the god of despair, of losing all hope of salvation, and then he offers you a cursed halflife to escape death. He's a loving grandfather and his disciples are a big loving family, a strange balance between despair and platonic love.
Slaanesh is usually portrayed as "Sex, drugs and rock 'n roll", but (as you said), he's lust and stimulation itself, an endless pit that (to satisfy), you have to dig youself deeper and deeper into. The artist painting kittens and puppies, may end up painting nightmarish hellscapes, upon a canvas of his own torn skin, and with his own blood as paint.
Tzeentch is my favorite, he's usually the least flanderized of the three gods, probably because he's a whole wierder than the rest. He plans, and his plans are so insane, complex and gigantic that they contradict and work against each other, as a fa/tg/uy once said (or something like this), "He is the god of change, if his plans where to succeed, there would be no change, and he would stop existing, thus he always has to keep his plans running, one of them is succeeding? Make an new one that ruins it! Always must he keep the gears running, to become stronger, he must be weakened."
Shit, I could write essay's on the sheer depth of WH40K.
Anyway, what do you think about the ork campaign so far Nooka? Lookin' good?
Edited by SquigPie, 01 November 2010 - 21:01.
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Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#55
Posted 02 November 2010 - 00:39
I'm not fully decided on da Orkz' campaign. On one hand the idea is great, but on the other, because all of the sides will have a part in the campaign (and as such the player will be all of the races at some point in the campaign), it isn't truly an "Ork" campaign.
#56
Posted 02 November 2010 - 06:50
Although with a new race and campaigns for everyone that's putting my hopes a little too high.
They still haven't announced the new race have they? Hope it's IG.
Edited by SquigPie, 02 November 2010 - 06:51.
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Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#57
Posted 08 November 2010 - 13:19
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- ALL armies can field a "proper" army.
- 4 squads instead of 6 , if you dont want to field all 4, they can be replaced with standard units.
- Find and capture command posts to be able to field bigger units / more little units what ever you want. and how many you can build depends on your pop cap,
- you can decide to shelve a commander in favour of being able to have for example a seer council , basically double edged sword to what unit you decide to take with you.
- Autarch picture
- "As you can tell , your decision about who to take often comes down t what abilities and kit you've unlocked for your heroes. The clever thing is that your not just upgrading the heroes themselves ; if there is one you dont like and never take , that would be a pretty boring process , so alot of their traits are double edged , they unlock an ability for themselves but also change or upgrade the squad his replaced with you if you bench him."
- basically means you arent locking yourself into one set of units. more of an army building game
- resources are back
- Points / power and other stuff to further increase your population cap
- So you can choose to go off course on the mission to unlock more and better units or you can still use micromanagement well to win the day.
- upgrades at the end of mission , choice between elite army or eliter commanders etc
- Four races have four heroes each more than four alternatives to those heroes , and a whole army with seven different kinds of units each with two unique upgrades , so basically 40 units to play with.
- Tyranids have only one hero in the campaign , the swarm lord.
- tyranids have up to around 140 units , carnifex worth roughly 25 pop cap for SP
- The ork warboss has a "battlewagon" basically rams stuff , is it a new unit or a Truk modified idk.
- Missions are similar to Chaos rising in the fact they are carefully scripted but dont always end up like boss battles ! hurray !
- Alot of missions are unique to each race , with only a few being common to each campaign.
- Each races campaign might not be in the same time period , the guy just said " it would give away the plot too much".
- Tyraninds fight tyraninds ( disconnected from hivemind)
- Orkz fight Orkz (different clans)
- Eldar fight eldar (different craftworlds)
- somtimes you have to capture a headquarters before you can start building up more units.
- Crates are back but now contain resources as well as wargear.
- Mid mission upgrades were also mentioned , were they just for the ordinary units or commanders ? probably ordinary.
- Dow2 was supposedly going to be shipped with multiple campaign races but due to lack of time it wasnt.
Don't have the actual sauce for this yet, but if someone in the UK gets PC Gamer they might be able to confirm.
I'm not sure about a lot things in this. As it seems quite a stark departure from DoW II/CR. Whilst I welcome base building, it is going to be a little strange to have it back in after all this time and will completely alter MP (if they add it for MP that is).
#58
Posted 08 November 2010 - 13:38
Wut? Is that fluff?
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Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#59
Posted 08 November 2010 - 13:43
SquigPie, on 8 Nov 2010, 13:38, said:
Wut? Is that fluff?
Eldar fighting Eldar isn't what you'd call fluff, but it can happen. Outcasts and Pirates wouldn't be welcome. It is plausible that two Farseers with different visions of the future may clash also. However I suspect that you'll see Outcasts as the enemy over Craftword conflicts. As the Freebootas have made it in, no reason why not to have Outcasts.
Edit: In other rather disappointing news:
THQ haven't ditched GWFL yet
He "really, really wants Microsoft as a partner"? Has he been on the receiving end of a Don Corleone style offer or is he just a total fucktard? GFWL was the single biggest mistake made in DoW II. Even more so than removing base building and using the Blood Ravens again. There is nothing like a subtle, useable, reliable match making system for online gaming and GWFL is certainly not it Fuck, a carrier pidgeon would work better in 99% of circumstances.
Edited by Dr.Wizard, 08 November 2010 - 13:48.
#60
Posted 12 November 2010 - 04:09
MO' DAKKA~! WAAAAAAGGGGGGHHHHH
Pretty psyched for this game. I'm still only half way through DoW II and haven't gotten into Chaos Rising yet (got both back when they were 66% off on Steam )
I hope for Inquisition, because Imperial Guards are kinda meh imo, Inquisition would be something fresh.
Also, THANK THE GAME GODS that GFWL was abbandoned, FUCK THEM, it took me an extra half hour to get into the game because of all the hoops I had to jump through. Good Riddence. Steam is the way to go because they are the only ones who know whtat they're doing.
#61
Posted 12 November 2010 - 06:49
Dr.Wizard, on 8 Nov 2010, 14:43, said:
SquigPie, on 8 Nov 2010, 13:38, said:
Wut? Is that fluff?
Eldar fighting Eldar isn't what you'd call fluff, but it can happen. Outcasts and Pirates wouldn't be welcome. It is plausible that two Farseers with different visions of the future may clash also. However I suspect that you'll see Outcasts as the enemy over Craftword conflicts. As the Freebootas have made it in, no reason why not to have Outcasts.
Edit: In other rather disappointing news:
THQ haven't ditched GWFL yet
He "really, really wants Microsoft as a partner"? Has he been on the receiving end of a Don Corleone style offer or is he just a total fucktard? GFWL was the single biggest mistake made in DoW II. Even more so than removing base building and using the Blood Ravens again. There is nothing like a subtle, useable, reliable match making system for online gaming and GWFL is certainly not it Fuck, a carrier pidgeon would work better in 99% of circumstances.
FUCKING GFWL!!!!
I'm not sure what I think of Blood Ravens, they are the main characters of the series after all, and they're becoming interesting to follow. It would suck if they just cut of *CHAOS RISING SPOILERS!*
Quote
Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#62
Posted 29 November 2010 - 14:55
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The Eldar are an ancient race of aliens, whose soldiers spend lifetimes mastering their path in warfare. Many Eldar possess strong psychic abilities, including the ability to see into the future. With their psychic abilities and advanced technology, highly mobile Eldar forces can leave an enemy reeling and chasing shadows.
The Eldar in sub-sector Aurelia are an unseen hand in many events. The Eldar of Craftworld Alaitoc are led by Autarch Kayleth, and her elite force is the focus of the Eldar campaign in Dawn of War II: Retribution.
Kayleth is cold, curt, and pragmatic. She is a master of the art of warfare and strategy, focused on victory and how best to achieve it for her people in each engagement. As a master warrior, she has an arsenal of lethal abilities at her disposal to throw the enemy off balance or eliminate them. Her standard Jump ability will put her right in the thick of the fight, where Kayleth truly shines. A fully upgraded ability called Skyleap far exceeds the distance that the Jump ability allows her to cover, and along the route of her travel during the leap volleys of grenades drop. This path of destruction is followed by Kayleth dropping in just as the dust begins to settle, to lay waste to any survivors.
Ronahn is a former Pathfinder of Ulthwe, but he has renounced his ties to the Seer-led craftworld and now wanders the stars. He remains loyal to his race, assisting them when called upon, and finds himself allied with Kayleth. Ronahn’s abilities involve infiltration and dealing damage from a distance. His base Infiltrate ability that allows him to go unseen by the enemy can be upgraded to include a Holo-field that will also camouflage nearby infantry units. Ronahn epitomizes the Eldar ability to get the enemy to chase shadows.
Veldoran is an aged and experienced Warlock accompanying Kayleth on her mission. As a powerful psyker, he interprets the prophetic visions of the Farseers and brings his power to bear during combat in a variety of ways. His basic starting ability is Immolate, which sets an area on fire and engulfs anyone in the vicinity in flames. In addition to dealing damage, Veldoran’s talents can also be used to heal himself. His Siphon ability will take the life force from nearby enemy units, granting Veldoran more health and the ability to stay in the fight longer.
Elenwe is a Farseer, a master of prediction, helping to guide Kayleth on her mission. In addition to using her powers to preserve Eldar lives and determine the best path for the group to travel, Elenwe’s powers can be brought down on enemy units. Her base ability, Spiritual Rites, heals nearby friendly units, but her Time Field ability shows the true power of the Farseer. When activated, time slows down for enemy units in the given area but not for the Eldar. Few abilities can change the face of battle as those possessed by Elenwe.
Prophecy guides the Eldar Campaign in Dawn of War II: Retribution. Opening the campaign is Kayleth on a mission to reach a human, a “Scion of the Emperor”, before the Ork savages that are patrolling the area. The Ork Freebooters are getting in the way of their mission, and must be dealt with.
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The Autarch is quite a unique unit in the game because it is not trained or created as other units are. It is actually called upon from the global ability bar, where you can call in game changing powers like the Eldritch Storm.
Unit: Autarch
Availability: Tier 2
Abilities:
Fleet of Foot – Greatly increases the unit’s speed but reduces the Autarch’s damage output for the duration of the ability.
Leap – Soar through the air and land at the targeted location. Upon landing the Autarch increases the speed, damage, health and of nearby infantry units.
Skyleap – The Autarch jumps high into the atmosphere, returning to the global ability bar to be called in for a reduced cost.
The Autarch descends to the battlefield when called in from the global ability bar. The unit can be dropped into any hot spot on the map, provided you have line of sight on the drop zone. A volley of grenades dropped from the sky precedes the Autarch, and you can strategically place where each of the grenades lands. Do you want them all to drop on an enemy strong point? No problem. Want one to fall on each of the three enemy squads you’re facing? Done. While they’re picking up the pieces, the Autarch lands to engage the survivors.
With the versatility of being called in anywhere your forces are, the Autarch can be just what you need to swing the outcome of a critical battle in your favor. Once the battle is won, use Skyleap to return the Autarch to the global ability bar to be called on at a reduced cost, and with another volley of grenades to announce its arrival.
Edited by Wizard, 03 December 2010 - 12:13.
#63
Posted 03 December 2010 - 12:12
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Cut off from the main Tyranid fleet, the Tyranids in sub-sector Aurelia are a scattered and disorganized nuisance at the start of their campaign in Dawn of War II: Retribution. When organized by the Hive Mind they are a lethal force that strikes system after system, stripping all life from planets in their path. The Hive Lord leads the swarm in their campaign to rebuild the psychic link with the main Tyranid fleet and finally consume sub-sector Aurelia in its entirety.
The Hive Lord is a monstrous beast of barbs, spikes, claws, teeth, and incredible strength. The primary strength of these creatures though comes through their psyker powers. The Hive Mind is in contact with the Hive Lord through a psychic link. The Hive Mind is the omniscient power that propels and guides the Tyranids and the Hive Lord serves as the commander on the battlefield, organizing the lesser creatures that make up the Tyranid swarm. The Hive Lord’s synaptic power instructs and empowers weaker organisms, allowing them to act as a group and with surprising intelligence.
The Tyranid campaign is quite unique in that there is only one Tyranid Hero unit, as opposed to four for all other factions. The swarm that the Hive Lord leads in the Tyranid campaign is made up of everything from Rippers to Raveners. These units can be summoned to fight by the Hive Lord itself, adding ever increasing numbers and weight to Tyranid attacks. As the Hive Lord gains levels throughout the campaign, not only does this allow you to unlock new abilities for the hero but you can also unlock upgrades for the types of units that can be summoned. To start the campaign the Hive Lord can summon Rippers, small melee units that don’t deal very much damage. These can be upgraded to Hormagaunts and then to the truly lethal Genestealers.
The abilities for the Hive Lord itself often revolve around its synaptic connection to the units around it. Many of its abilities bolster these units in some way, granting them more health or healing, or in the case of Explosive Decomposition, using a death of a unit in the swarm as a weapon. With this ability a Tyranid killed within range of the Hive Lord’s synapse will explode, damaging nearby enemy units.
The opening scene of the Tyranid campaign features the Hive Lord beginning to rebuild the psychic link with the main Tyranid fleet, using splintered remnants of Hivefleet Leviathan that were cut off during the Tyranid invasion of Sub-Sector Aurelia.
We've been told that base building (to a certain extent) exists in Retribution, so I expect that with only 1 hero unit, the "base" will be how you summon your units to fight alongside. As I've said before, 'Nids are meh for me and this unit feels rather underwhelming, much like the Autarch and other Eldars....
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Unit: Swarmlord
Availability: Tier 3
Abilities:
Leech Essence – The Swarmlord drains the life from surrounding infantry units for a duration which increases his health regeneration.
Blade Flurry – Unleashes the full strength of the Swarmlord, heavily damaging and knocking back adjacent infantry.
The Swarmlord isn’t going to be on the field until late in the game, given its cost and the Tier 3 requirement. The Swarmlord’s status as a powerful late game unit results in it being nearly unstoppable in melee combat, wielding four bone sabers, but it also increases the movement speed of all Tyranids within range of its synapse. Additionally, units can reinforce their squad, replacing lost squad members, when near the Swarmlord making it an important part of the Tyranid end game.
Not only does it move like it’s got a purpose, the Swarmlord brings with it the power to lead and back the attack, able to cut a swath through enemy units on its own or contribute to the objective as a vital part of the swarm.
#64
Posted 22 December 2010 - 12:56
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Enemies of the Emperor take heed, the Space Marine Land Raider will be taking the field in Dawn of War II: Retribution. One of the most powerful battle tanks in the Imperium’s arsenal, the Land Raider carries a number of different types of weapons to deal with enemy threats, laying down a tremendous amount of fire. Capable of transporting troops and shrugging off attacks from all but the most destructive weaponry, the Land Raider is a major force on the battlefield whether it is supporting or spearheading an attack.
Unit: Land Raider Redeemer
Availability: Tier 3
Abilities:
Frag Assault – Launch a volley of grenades, knocking back and dealing heavy damage to most infantry units.
Retreat Beacon – When activated, all squads will retreat to the Land Raider beacon.
A late game behemoth, the Land Raider Redeemer is expensive and powerful. Although it is not particularly agile or quick, it’s dual Flamestorm Cannons spew enough fire to melt any infantry to get near. The Land Raider can serve as a base of operations for Space Marine players. With the Retreat Beacon activated, squads can quickly retreat to the Land Raider instead of the Space Marine base. Squads near the Land Raider can be reinforced, replacing lost squad members, and get back in the fight much more quickly than having to make the run to and from their base.
A Land Raider Redeemer parked near a strategically important sector, be it a power generator farm or Victory Point, can be a strong deterrent to enemy attack. Anything that comes close will have to be set to deal with a wall of fire, bolts, and frags.
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The Space Marine campaign in Dawn of War II: Retribution is a mission for truth and redemption. Following the conclusion of Chaos Rising, Apollo Diomedes has been scouring the Black Legion forces from sub-sector Aurelia, vowing to clear the Blood Raven’s reputation from rumors of heresy and cowardice. Despite his own suspicions, Diomedes’ pride will not allow him to believe that the Chapter Master of the Blood Ravens, Azariah Kyras, has been influenced by the forces of Chaos. Despite this, Captain Gabriel Angelos still believes Diomedes can be made an ally against Kyras, and has sent a number of his own men to Diomedes’ command in a bid to convince the captain otherwise.
It is Diomedes that the Retribution campaign for the Space Marines focuses on.
Captain of Chapter Master Kyras’ Honor Guard, Diomedes is a decorated and respected member of the Blood Ravens. Some may question his judgment and willingness to continue to serve Kyras, but none question his ability to fight with incredible skill and great strength. His base ability is To Victory!, which is a powerful charge that can be further upgraded. Activating the upgraded ability causes the earth to be violently torn up behind Diomedes as he charges, causing knock back to anything in his path. His ability called The Last Stand kicks in automatically when Diomedes reaches critically low health, making him invulnerable for a time. Captain Diomedes is the epitome of a Space Marine, handing out death and destruction to the enemy’s of man at every turn.
Sergeant Cyrus and his companions that defeated Ulkair in Chaos Rising have been branded renegades, but Diomedes has allowed Cyrus to surreptitiously join him on his mission. Cyrus is intent on convincing the captain of Kyras’ treachery, and works to make him see the truth. Cyrus’ base High Powered Shot skill allows him to eliminate just about any soft target from great distance. When combined with his abilities to infiltrate and mark enemy targets to increase the damage they take, he can have the opposition reeling. A veteran with a fearsome reputation, Cyrus uses cloak and dagger tactics with incredible skill.
Techmarine Martellus, another branded renegade who has also secretly joined Diomedes, is a steady voice of reason in the unfolding campaign. He is a cool-handed veteran, working tirelessly to support his fellow Space Marines no matter how dire or disastrous the situation. To this end, Martellus’ abilities in the campaign are largely support based. He can construct a Teleporter Relay Beacon that will allow squads to reinforce and heal if they are near it, and he can call in a Venerable Dreadnought for aid. A formidable unit on its own, when combined with Martellus’ ability to repair it, the Venerable Dreadnought and Martellus can take on many times their number.
The last figure in the campaign is the enigmatic veteran known as “The Ancient.” He gives no name, and instead is known by his rank of ‘Ancient’, the honorific title given to marines who serve as bearers to the Chapter’s sacred standards. He does not speak, having taken a vow of silence to atone for past sins, but his actions speak volumes on the battlefield. His abilities vary widely, a testament to his experience and skill earned from centuries of battle. The Ancient actually gains a unique ability depending on what kind of weapon that he wields. When equipped with a Missile Launcher, for example, he gains the ability to fire a Frag Missile which is very effective against infantry units. With a Plasma Gun equipped he gains a Charged Shot ability to deliver a larger superheated ball of plasma, which will send enemy units flying. The Ancient’s versatility is truly tough to match.
The Space Marine campaign in Dawn of War II: Retribution begins ten years after the events of Chaos Rising. The end of Diomedes’ hunt for the Black Legion is nigh. He is closing on his quarry, and has hunted Eliphas the Inheritor, leader of the Black Legion in the sector, to planet Typhon. It is on this world of jungles and forgotten ruins where the campaign begins.
Please tell me that is Abaddon!! + Noise Marines!!
(On a separate note, Gamespot BBCode now available)
#65
Posted 22 December 2010 - 13:05
I want my Baneblade too!
Awesome radio
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#66
Posted 22 December 2010 - 13:30
Anyway, the both Cyrus and Martellus being in the game means that the canon ending of Chaos Rising wasn't the Pure one.
Quote
Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#67
Posted 22 December 2010 - 14:06
ΓΛΡΤΘ&#, on 22 Dec 2010, 13:05, said:
I want my Baneblade too!
For that you need to have IG and that hasn't been confirmed yet, although it is almost a certainty
SquigPie, on 22 Dec 2010, 13:30, said:
Fix'd
Would be nice to actually find out what the canon actually is!?! I'd suspect it was Avitus. But that is just imho.
@ campaign updats, loving the Ancient btw and it's nice to see a FC character with some character. Might actually get to hear the lead speak this time around
#68
Posted 22 December 2010 - 14:15
Please tell me that is Abaddon!! + Noise Marines!!
(On a separate note, Gamespot BBCode now available)[/quote]
Those are definately noise marines, but I'm not sure its Abaddon, my lore is a little hazy, but doesn't he wield one of horus's power claws?
#69
Posted 22 December 2010 - 14:24
Ion Cannon!, on 22 Dec 2010, 14:15, said:
Your fluff is stronger than you think mate. Abaddon does possess Horus's PC, and as such that may just be Eliphas in Chaos Power/Artificer/Termie armour (never really knew what it was tbh). However, in the final cutscenes from CR, Abaddon does appear, in almost a mirror image of Araghast, who wears the exact same armour, just with a helmet.
Throne!! Literally just added Retribution to my wishlist on Steam, then checked it out. Go try it!!
Edited by Wizard, 22 December 2010 - 14:30.
#70
Posted 22 December 2010 - 16:20
NProject Mod -- Recolonize -- Tidal Wars
#71
Posted 22 December 2010 - 23:43
They'll more than likely reveal the traitor from CR in the campaign (I'm 'slightly' suspecting it may have been the Force Commander you played)
It's also good that now with Noise Marines, Chaos will finally have an artillery unit in the game
Edited by Grey_Vengeance, 22 December 2010 - 23:45.
#72
Posted 23 December 2010 - 15:15
Grey_Vengeance, on 22 Dec 2010, 23:43, said:
They'll more than likely reveal the traitor from CR in the campaign (I'm 'slightly' suspecting it may have been the Force Commander you played)
It's also good that now with Noise Marines, Chaos will finally have an artillery unit in the game
I really can't make out the face on the CL, but it's more likely to be Eliphas. Edit: finally listened to the audio, yep, it's Eliphas
That would be interesting, but perhaps a little wierd.
And the Cultists 'Nade spam wasn't enough :o
Anyway, the Inquisition, worst kept secret for Retribution would fit, especially with 3 orders (Hereticus, Malleus and Xenos) working nicely as MP commanders.
Edit 2:
[Voice Over]: whether victorious or slain, my sins will know retritubion!
Is that Angelos?
Edited by Wizard, 23 December 2010 - 15:19.
#73
Posted 23 December 2010 - 15:42
#74
Posted 23 December 2010 - 15:45
Wizard, on 23 Dec 2010, 16:15, said:
[Voice Over]: whether victorious or slain, my sins will know retritubion!
Is that Angelos?
Yeah, that's Good ol' Gabe.
Which race will you guys try campaign with first? Orks for me I think, then Space Marines. Gotta love that Pirate hat.
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Imagine a group of people who are all blind, deaf and slightly demented and suddenly someone in the crowd asks, "What are we to do?"... The only possible answer is, "Look for a cure". Until you are cured, there is nothing you can do.
And since you don't believe you are sick, there can be no cure.
- Vladimir Solovyov
#75
Posted 23 December 2010 - 15:47
SquigPie, on 23 Dec 2010, 15:45, said:
Hmmm, lemme think about at that......
SM, Inquisition, Chaos, Orks or Eldar, 'Nids (dead [as they should be] last)
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