Editing
Warhammer 40,000: Mechanicus
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Strategy == In the early game, health is an issue and command points are an issue. Use Servitors as meat shields and CP generators until you level up a bit and get access to armor and extra HP. Throw in two ranks in Xenerite to get regeneration and a nice equipment. Equip Mechadendrites that can heal you. Skip any healing equipment that costs CP until you have enough of them or until the other healing equipment gets much better than two of these cheap thingies. Try not to use chants the first easy missions to get some better ones unlocked. Then do whatever you want. A good combination is to heal the current unit, to deal much extra damage with the next attack (for some alpha strike or last chance moment) and to get free CP. Equip weapons that deal area of effect damage. Ensure that you yourself have high armor against this type of damage. Ensure you have a high critical chance. This also allows you to deal damage even if the armor of the enemy outranges your weapon damage (i.e. don't get fooled when "Damage 0" is shown for an attack). This way the piss poor weapons from the start can be used for a long time until you can equip [[Volkite Weaponry|Martian Deathrays]] and other nice things. Having at least one non-CP ranged weapon ensures you can send some Xenos back before they reanimate. Skip all event rooms that are not necessary to cross. Instead go for glyph rooms and the ones you obviously need to finish the mission. In combat note that the "scan or destroy" objects are worth checking out in nearly all missions. Scan them first by standing in front of them to get extra Blackstone, then shoot/axe them to reduce the current alert level of the Necrons. That means faster level ups and more missions to do. Only do the easiest missions first that reward most Blackstone or most useful equipment. Kite enemies, attack ranged guys in melee and vice versa: Standing right next to a ranged enemy with a Power Axe forces him to move for shooting, which results in a free attack. Do all missions that grant extra CP until you have 7-9 CP. Don't start the Heretek DLC (the mutiny missions) though until you are really tanky - you cannot attack the enemies until they attack you first and they have hordes of units. The first mission is labeled [[Trap|Easy]] by the [[Internet Troll|Developers]]. That strategy though works very well for your Tech Priests. With the proper equipment enemies cannot target you until you attack them. Combine this with CP exploitation and the game will be a peace of cake. You can even win missions without a single attack (a scan or destroy mission allows you to go for the scan with one Tech Priest and move back to the flee zone in one turn - too bad there is no [[Grimdark|pacifist achievement]]). One way to exploit CP is the following: Use the Lexmechanic skills Extraction Protocol and Overcharged Cognition and the chant to grant 3/6/9 command points to get CP galore. Also equip Mechandrites that give you CP on use - one Priest with two Mechandrites that grant 3 CP each is nice to have ([[Awesome|then think about up to three having them]]) - just poke objects/enemies with them; that obviously works well with close combat builds. Having the Cognition Freedom skill of the Tech-Auxilium on all Tech Priests allows you to build some fast and hart hitters: this makes all weapons with the requirement of 2CP to be used for free (once, until the cooldown wears off but all enemies are probably dead by then). Use your skills to carry over as many CP into the next room as possible. It is nice to start with a full CP bar. With these skills you can wander to the Xenos you need to purge and do so before they even had a turn. Hit that pesky special units that are pain in the exhaust first; it even works with Overlords. With this Blitzkrieg setup you won't even need much healing equipment later. Be prepared to improvise though, as some bosses might screw with that strategy (e.g. by locking you into a room, forcing you to fight or swapping bodies). It is also nice to let a Secutor drop some troops and let them shoot your target. Or drop a close combat unit in contact to a Destroyer. Skitarii Alpha are good for that; use the free close combat attack while the Destroyer moves into shooting range, then dodge his shot. By the time you should be there to back your guy up.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information