What time is it ? AAAAAAANSWERING TIME !
(Yes, we do receive human shows on our visual entertainment devices. Or do we...?)
Kor'o Elys'eir Sio'Are Kaith Kir'qath, Ready for another round.THUNDERHAWK FUNCTIONNALITIES
Also thank you for clearing the ordnance question, so in theory a Thunderbolt triforce (TM) has 6 hitpoints, the possibility to inflict 90 damage just like 3 Imperial Navy bombers, and also have 3 attacks to shoot like 3 IN interceptors. They can also instead of bombing perform 3 assault actions (with - 10 troop value for the enemy) that have a quadrupple chance to inflict damage (temporary only or permanent too?) to a selected module.
( I do not mean here they have a quadruple chance to inflict damage overall, just to the targeted module, I know they follow normal boarding mechanics with a bonus -10 to troop value for the enemy, being captain obvious here to avoid misunderstandings )
In an addition, I do not know if it is intended or not, but they can also interrupt warping out, which is awesome.
All of that is true, except for one thing : A single Thunderhawk has 3 attacks against enemy crafts and torpedoes. As such, three thunderhawks do not have 3 attacks but 9.
As for the Warp Out, it is intended. All successful Assault Actions can deactivate a Warp Jump. So other factions Assault Boats can do the same, as well as the Shokk-Attack Mega Kannon (A thing Ork players tend to forget in Assassination or Recovery against faster targets).ELITE MODE
Cryhavok wrote: Ahzek Ahriman wrote:
Cryhavok wrote:Other than requiring a Lvl 8 Admiral, what differences does elite mode have from normal? Is it a further point increase on the enemy side beyond what yoru admiral's difficulty is set to, or is it something else?
After every 10th battle you get a "boss battle", which in 3 such matches I had so far was either chaos with Planet Killer or orkz with giant space hulk, with some escorts (at least if you consider battlecruiser an escort). When I first saw Planet Killer my jaw hit the floor and before I picked it up he destroyed my cruiser with armageddon gun, which I expertly missed to move out of the way fast enough.
Possible Blackstone Fortress for Eldar but unconfirmed, no idea what Imperium might have. It also seems you can only get cruiser clash in elite mode.
Other than that, I join that question, battles are certainly more challenging (I mean, really
challenging sometimes, great kudos to devs, you made some awesome here), but I'd like to know all differences between elite and normal mode.
And a question of my own, in solo skirmish mode can you only encounter Ultrasmurfs when fighting Space Marines? Is it intentional, bug or I just haven't encountered any other chapter? Also, Space Marines in SS mode are labeled as Imperial Navy in ship choice screen, I get it's a bug?
Oh nice, that does sound interesting.
Well, the specifications of an Elite Battle are :
Always a Cruiser Clash.
Each Elite Rank raise the Enemy fleet point by 1%.
Each 10th battle is a "boss battle" featuring a special unit. For now, we have a Space Hulk Ork, The Chaos Planet Killer, and the Chaos activated Blackstone Fortress.
Last but not least, and it might explain why it is challenging, all battles are automatically set on the heroic difficulty, which gives the enemy even more fleet points, and increase the Fleet points gains of 1% for each rank.IMPERIAL ASSASSIN UPGRADE
How exactly does the Imperial Assassin upgrade work, can you insubordinate space marine vessels?
How does the Imperial Assassin work ? Well, sneaking around, killing people...
More seriously, all lightning strikes have a new critical damage result available, which instantly cause a mutiny. It dilluates the chances to make other critical damages, but a mutiny causes a reduction of Troop Value, An augmentation of Cooldown, and 0 to 2 temporary critical damages, so it's still interesting. Note that this mutiny is the result of an assault action test, based on troop value, while the mutiny test triggered by the Space Marine Chief Librarian skill is based on an insubordination test.
Since it is an Assault Test, you can indeed make it work on Space Marines, although it will be difficult, with their 70 Troop Value.
(In the Fluff, the assassin sneaks around in the ship to kill its captain, triggering a mutiny, and yes, an assassin of one of the Imperium's Officio is capable to kill a Space Marine. In fact, M'shen, a Callidius Assassin, even killed a Primarch (although the Primarch sacrified himself more or less, in reality.))KNOW NO FEAR
Space Marines and They Shall Know No Fear trait mean they can not become insubordinate normally from ship loss and hull damage yes?
Indeed, under normal circumstances, a Space Marine ship will never enter insubordonation. But they are not immune to it. Effect that improve insubordination chances, such as Slaaneshi Chaos ships, can sparkle an hint of bad behaviour in the non-Space Marine crew of the ship and start an insubordination with a bit of luck. A destroyed deck, which double the chances, has no effect on a Space Marine Ship since 0 divided by 2 equals 0, but again, if a Slaaneshi ship is around, its debuff can be doubled by a destroyed deck.
Last but not least, Insubordination chances are also used for the Chief Librarian Space Marine favour skill, Fear of Darkness. As such, Space Marine ships are immune to it, but putting points in the Chief Librarian crew member will raise the chances up to 30%.
You can of course combine all three tactics in a 2v2. Which is fun.
Yep, it's why I think it is kinda of silly to have that ability, since you can make all your ships immune to insubordination by giving them what was already one of the most useful abilities in the game already... but this is probably the wrong thread for that, so my apologies.
Silly it is not, MWJ is highly situational, and is best used depending on opportunities. Using it just to avoid Insubordination is a waste of a skill slot. It is also a double edged sword : Insubordination is usefull because you cannot cancel its warp engines. As such, if a ship you want to keep alive cannot insubordinate, it is likely to be destroyed when it could have saved it. That, and putting the Warp Drive on cooldown cut your retreat path and it could backfire.
So a Tau walks into a BAR. The BAR was a type of Catachan heavy stubber. Emperor forgive me for this.
A bit too specific, as you had to explain it, but I appreciate the effort! I would have made a joke thread on my spare time if jokes weren't so anti-warhammer 40K.
And I doubt your Emperor will forgive you. As I heard, it isn't quite his type.