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Last Stand - Lord General
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==Builds== <br /> {{Build LastStand |num=1 |title=KABOOM |minlevel=20 |minlevelnote= |maps=Any |weapons=Deadly Sniper Rifle |armor=Cadia Pattern Carapace Armour |accessories=Honorifica Imperialis, Medallion Crimson, Rocket Run |commanderitem=Storm Troopers |details=This build gives you everything you've craved for in the last 19 levels! A pity you can use it only in the end, but this is so powerful (making it really difficult to NOT achieve at least 400 kills per game, and usually going over 500 with ease, while easily keeping you alive) and so fun to use that it really make it worth to suffer to achieve level 20 with the Lord General. This build gives you great survivability, thanks to the Honorifica Imperialis and Tactical Withdraw, while your ranged attacks can wreck any target in the game. Did we mention the Deadly Sniper Rifle has ABSURD range and 100% precision rate? Well, it does. But the ice on the cake is the Rocket Run. Oh, the Rocket Run...First thing first, the damage it does is insane and the area it covers is huge and, with the energy regeneration and the special ops traits, you can essentially spam it, using it every time it is ready and making you clear hordes faster than almost any other hero in the game, with the only exception of, maybe, the Chaos Sorcerer. Maybe. Meanwhile, you can pick the bigger targets with your sniper rifle, making you a veritable one-man army! Finally, the Storm Troopers can be a good distraction, although you should only use them as meat shields, since they aren't worth much more and will not saves you in a pinch. That's what the Tactical Withdraw is there for. If you are ever uncertain within Rocket Run and Storm Troopers, don't think too hard and go with Rocket Run. Just be careful of the few things big and tough enough to survive both your sniping and airstrikes....like Necron Overlord clones. Variant: Take another armour to get access to a turret as the turret gives you more punch and distraction as the +0.2 energy regeneration. The Vanquisher turret is nice against bigger enemies and if you also replace the Medallion Crimson with a Sergeant your troops will be much better (as they live longer, they distract enemies better and also deal damage over a longer time period - also: how good is a meat shield if it lasts for 5 seconds only?). There is no need to have Combat Expert on either yourself or the troops in this setup: First, the turret deals additional damage. Second, everyone lives longer. As a sniper it is more efficient to shoot wounded enemies or use the knockback to keep heavy infantry back instead of finishing them immediately (sheesh, leave something for your troops and buddies to kill!). }} {{Build LastStand |num=2 |title=Stunlock away |minlevel=17 |minlevelnote= |maps=Any |weapons=Grenade Launcher |armor=Armageddon Pattern Carapace Armor |accessories=Honorifica Imperialis, Take Aim, Sergeant |commanderitem=Guardsmen |details=This build is a poor man's KABOOM! (see build 1), but it still gets the job done. This little number combines the best of both worlds, with the tank-popping goodness from the Vanquisher Turret combined with the "fuck yo infantry" from the triple nades means that you are versatile when it comes to dishing damage, especially if you use Take Aim on your Guardsmen. Arguably, on higher waves when the enemies just bury you under weight of numbers, you're just holding the line for your more dps-inclined buddies, but you're [[Imperial Guard]]. [[Fluff|You're doing that already.]] }} {{Build LastStand |num=3 |title=Frontline Tank |minlevel=15 |minlevelnote=(requires ''Unshakable'' and ''A Trail of Blood Behind Him'' achievements) |maps=Any |weapons=Inspiring Power Sword |armor=Black Plate |accessories=Duelist Honors, Commissar, Refractor Field |commanderitem=Ogryns |details=Let's do the exact opposite of common sense and make a tough build. Inspiring Sword and Duelist Honors are incredible together; throw them on a build with Black Plate (for survivability), Refractor Field (ditto), and Ogryns with a Commissar means you are capable of leading the charge right into the enemy's face and then wrecking them. With no fancy special attacks or turrets to waste energy on, pretty much everything can be pumped into Refractor field once your Ogryns hit the field, which usually means enemies will have trouble dealing more than chip damage to the general. It's rare that a melee build can outgun a Space Marine Captain's, but this one manages. Better still, it's available comparatively early. If you wish to move damage between ogryns and yourself, switch between the Commissar and the Medallion Crimson. }} {{Build LastStand |num=4 |title=Support Sniper |minlevel=17 |minlevelnote=(requires ''Unshakable'' achievement) |maps=Any |weapons=Deadly Sniper Rifle |armor=Black Plate |accessories=Sergeant, Take Aim, Honorifica Imperialis |commanderitem=Ogryns |details=You have good range, burst dps, and knock back from your primary weapon; while retaining immense tanking/kiting/tying up of enemies. This is a good middle ground between a tanking build and dying because you walked in front of a guardsman mob wearing the Armageddon Pattern Carapace Armor. Take aim does work on your Ogryns but it is best used on your allies or their summoned ranged mobs, such as AOE Hive Tyrants, Gun Turret Tau, or Chaos Sorcerer minions. You will not win kill awards with this build but you will certainly win a lot of games. }} {{Build LastStand |num=5 |title=The Catachan Method |minlevel=19 |minlevelnote= |maps=Any |weapons=Deadly Sniper Rifle |armor=Master-Crafted Carapace Armour |accessories=Sergeant, Medallion Crimson, Rocket Run |commanderitem=Catachan Devils |details=This build goes about keeping the improved damage output of late-game builds but focusing more on the sheer utility of the Catachan Devils squad, which is arguably the game's best. Attaching a Commissar to this squad tends to screw with its AI, causing it to focus more on shooting and punching things instead of what it should be, but attaching a Sergeant instead means it will continue to chuck bombs for you in addition to firing off their shotguns! By attaching the Sarge, you also boost their survivability, giving them better overall toughness, so for now, [[Catachan|leave the lash at home]] and go with the sure thing. Call in your buddies, blow up and snipe everything that looks at you funny, and airstrike anything that pisses you off, because you [[Meme|love the smell of napalm in the morning]]. }} {{Build LastStand |num=6 |title=Cadian Finery |minlevel=18 |minlevelnote= |maps=Any |weapons=Plasma Gun |armor=Mordian-Pattern Carapace Armour |accessories=Commissar, Medallion Crimson, Take Aim |commanderitem=Guardsmen |details=Available only late-game, but quite useful for going for the final push, this build focuses on damage stacking Plasma Guns. Commissar is there by necessity, to give your grunts the punch they need, while Take Aim can crank their damage a bit higher and give them better ability to crush enemy armor (or your own if the situation warrants it). Medallion Crimson is on you because the Plasma Gun is ordinarily an awful weapon, but can at least do decent damage in the General's hands if he uses Take Aim. Mordian turret gives you extra boom against squads. }} {{Build LastStand |num=7 |title=IMPERIAL ORDNANCE |minlevel=20 |minlevelnote= |maps=Any |weapons=Deadly Sniper Rifle |armor=Armageddon-Pattern Carapace Armour |accessories=Sergeant, Commissar, Rocket Run |commanderitem=Storm Troopers |details=Do you want to afk to wave 17? Do you want to give Iron Warriors and Imperial Fists alike aneurysms? Do you want to embody the firepower of the Imperial Guard? Then summon your Armageddon-pattern Vanquisher cannon turret in a corner of a spawn today! The Stormtroopers and Rocket Run take care of anything that gets too close, while the cannons and your sniper rifle takes down everything else from (from two thirds across the map for the former). It's best to camp in the north-east spawn, because the cannons default to the right direction for that spawn, so they don't need to turn in order to fire, and because of the piece of heavy cover at the back. Don't use rocket Run sparingly, especially not to wipe out the waves that come from within your camp spawn. For maximum hilarity, run a trio of this build, all camping the same place. }} {{Build LastStand |num=8 |title=Operation: Hide Behind the Ogryns |minlevel=15 |minlevelnote= |maps=Any |weapons=Flamer |armor=Black Plate |accessories=Sergeant, Commissar, Honorifica Imperialis |commanderitem=Ogryns |details=Fully upgraded Ogryn can tear apart a Baneblade with their bare hands, but they tend to get swarmed and packs of hard hitting troops like banshees will massacre them. The flamer supports them nicely by mopping up fragile troops, freeing the Ogryns up to deal with hard targets. Unlike power swords, the flamer doesn't leave you constantly running circles around your own troops trying to get into melee. Your solo survivability is poor, so have to follow the Ogryns around the map, which can be frustrating when the bone'ead decides to really earn his title, but when you get good at positioning and hiding behind them you can survive just about anything. Watch out for hard hitting AE like dreadnought smashes and predator cannons, but few other things can kill off your Ogryns before you're ready to resummon them. }} {{Template:LastStand-Heroes}} [[Category:Imperial Guard]]
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