Question re: balance in the campaign
Posted: Wed Dec 16, 2015 6:01 pm
So, I'm about 5 missions in to Act 2 (I think), and am attacking Tartarus (the mission with Tu'Shan and Dante as playable units). I've noticed a few things.
1. Emplaced defenders basically seem to exist purely as cannon fodder, and are meant to be steamrolled. Maybe they do some token damage to the AI before they fall, but they're supposed to fall, rather than hold until relieved. Alternatively, they're meant to "spoof" the AI and draw their focus for an extra few rounds so that you can get your troops into position to counter-attack.
2. The enemy gets a CRAPLOAD of units to use in all scenarios. Now, granted, my troops can usually defeat the enemy troops (on Normal difficulty), but I do tend to notice just how many more units the orks get. If I have 15 units, the orks have, like, 40. Many of them are squishy cannon fodder, but en masse, they can slow me down or even defeat me if I'm not careful.
3. The campaign, by Act 2, basically requires you to get rid of certain infantry units you may have used through Act 1. When I started Act 2, I ditched: my AT support (which had a solid amount of XP), my heavy bolter supports (two of 'em), and eventually even my Ogryn. I replaced them all with Blood Angels infantry. By Act 2, my core force is something like:
3x Shadowsword (weapon upgraded)
1x Banesword (upgraded)
1x Basilisk Armageddon Pattern
2x Baneblade (weapon upgraded)
1x Stormlord (upgraded)
2x Warhound Titans
1x Blood Angels command squad
2x Blood Angels Death Company
2x Blood Angels Death Company Assault
2x Blood Angels Scouts
1x Captain Tycho & Friends
2x Blood Angels Heavy Bolter support
2x Blood Angels Terminators with Cyclone Missiles
Now, this strikes me as a fine, well-balanced fighting force. I've got some recon, a nice mix of infantry, plenty of anti-armor, some anti-infantry, a bit of artillery, and some all-rounder armor. For the most part, if I play smart, I find myself able to win most of the scenarios I've encountered thus far. I have to be careful about splitting my forces, and pray the Emperor will protect me from the RNGods, but I'm basically fine with this loadout.
What I've noticed, though, is that given the limit on my total number of core units, I basically have to go with this setup. In the final mission of Act 1 (which was awesome, by the way), I lost several core units and had to reinforce others to the point where they lost the bulk of their XP. Given that the types of units you face in that mission become the default for Act 2 (with a few Gargants/Stompas thrown in for funsies), this would mean that -- if I wanted to stick with my old core (made up of Ogryns as the bulk of my infantry, with a scout walker, command squad, 2x bolter support, 1x AT, destroyers, Leman Russ vanquishers, Leman Russ punisher, and Basilisk Armageddon patterns for artillery), I'd end up either losing most scenarios. I'd spend too much time reinforcing my beaten units, or replacing them when they inevitably get shredded, and would eventually run out of reinforcement points and/or turns.
Basically, this takes the game from an IG focused game to an SM focused game. The Steel Legion in my game is now only represented by superheavy tanks and artillery. All infantry is gone, replaced with Space Marines. There isn't an option to overwhelm the enemy with numbers by fielding TONS of IG infantry units for the same point cost, and it seems like giving up turns to constantly reinforce (so as to avoid total destruction) isn't really a viable strategy.
I suppose I could edit the game to remove core limits, but I guess I'd also have to increase the number of spaces for map placement. Alternatively, maybe make each IG unit have more troops in it (and correspondingly increase point cost), to allow you to field more "units" without clogging up the map? I dunno. It just seems like you're kind of funneled into using SM infantry around Act 2, which is fine, but kind of makes me wonder why bother even offering IG units to purchase at that point? Is this all by design? Was the goal here to take players through an experience where they use a wide variety of unit types? Or am I missing some approach to gameplay that would make sticking with mostly the IG for my core a viable experience?
Mind you, I'm not complaining, I'm just wondering if there's really a way to stay "pure IG" and still actually manage to win.
1. Emplaced defenders basically seem to exist purely as cannon fodder, and are meant to be steamrolled. Maybe they do some token damage to the AI before they fall, but they're supposed to fall, rather than hold until relieved. Alternatively, they're meant to "spoof" the AI and draw their focus for an extra few rounds so that you can get your troops into position to counter-attack.
2. The enemy gets a CRAPLOAD of units to use in all scenarios. Now, granted, my troops can usually defeat the enemy troops (on Normal difficulty), but I do tend to notice just how many more units the orks get. If I have 15 units, the orks have, like, 40. Many of them are squishy cannon fodder, but en masse, they can slow me down or even defeat me if I'm not careful.
3. The campaign, by Act 2, basically requires you to get rid of certain infantry units you may have used through Act 1. When I started Act 2, I ditched: my AT support (which had a solid amount of XP), my heavy bolter supports (two of 'em), and eventually even my Ogryn. I replaced them all with Blood Angels infantry. By Act 2, my core force is something like:
3x Shadowsword (weapon upgraded)
1x Banesword (upgraded)
1x Basilisk Armageddon Pattern
2x Baneblade (weapon upgraded)
1x Stormlord (upgraded)
2x Warhound Titans
1x Blood Angels command squad
2x Blood Angels Death Company
2x Blood Angels Death Company Assault
2x Blood Angels Scouts
1x Captain Tycho & Friends
2x Blood Angels Heavy Bolter support
2x Blood Angels Terminators with Cyclone Missiles
Now, this strikes me as a fine, well-balanced fighting force. I've got some recon, a nice mix of infantry, plenty of anti-armor, some anti-infantry, a bit of artillery, and some all-rounder armor. For the most part, if I play smart, I find myself able to win most of the scenarios I've encountered thus far. I have to be careful about splitting my forces, and pray the Emperor will protect me from the RNGods, but I'm basically fine with this loadout.
What I've noticed, though, is that given the limit on my total number of core units, I basically have to go with this setup. In the final mission of Act 1 (which was awesome, by the way), I lost several core units and had to reinforce others to the point where they lost the bulk of their XP. Given that the types of units you face in that mission become the default for Act 2 (with a few Gargants/Stompas thrown in for funsies), this would mean that -- if I wanted to stick with my old core (made up of Ogryns as the bulk of my infantry, with a scout walker, command squad, 2x bolter support, 1x AT, destroyers, Leman Russ vanquishers, Leman Russ punisher, and Basilisk Armageddon patterns for artillery), I'd end up either losing most scenarios. I'd spend too much time reinforcing my beaten units, or replacing them when they inevitably get shredded, and would eventually run out of reinforcement points and/or turns.
Basically, this takes the game from an IG focused game to an SM focused game. The Steel Legion in my game is now only represented by superheavy tanks and artillery. All infantry is gone, replaced with Space Marines. There isn't an option to overwhelm the enemy with numbers by fielding TONS of IG infantry units for the same point cost, and it seems like giving up turns to constantly reinforce (so as to avoid total destruction) isn't really a viable strategy.
I suppose I could edit the game to remove core limits, but I guess I'd also have to increase the number of spaces for map placement. Alternatively, maybe make each IG unit have more troops in it (and correspondingly increase point cost), to allow you to field more "units" without clogging up the map? I dunno. It just seems like you're kind of funneled into using SM infantry around Act 2, which is fine, but kind of makes me wonder why bother even offering IG units to purchase at that point? Is this all by design? Was the goal here to take players through an experience where they use a wide variety of unit types? Or am I missing some approach to gameplay that would make sticking with mostly the IG for my core a viable experience?
Mind you, I'm not complaining, I'm just wondering if there's really a way to stay "pure IG" and still actually manage to win.