NAUGHT DREAD FOR DREADNAUGHTS (Pew Pew) | T'AU #07 | Warhammer 40,000: Battlesector

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  • เผยแพร่เมื่อ 17 ก.พ. 2024
  • T’au are ready to fight in Battlesector!
    The young and technologically-advanced race is the latest playable faction in Warhammer 40,000: Battlesector. Fourteen new units are available to extend the Greater Good to all the species of the galaxy.
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ความคิดเห็น • 17

  • @captainblusterhog8501
    @captainblusterhog8501 5 หลายเดือนก่อน +7

    Tau do look quite satisfying to play. Would love a longer campaign for the individual factions like for the Blood Angels.

  • @W0ND3R_0F_U
    @W0ND3R_0F_U 5 หลายเดือนก่อน +3

    Something you may not have known, the marker light buff STACKS. The more marker lights on a target, the more accurate shots will be against them.

  • @steliosvagianos8445
    @steliosvagianos8445 5 หลายเดือนก่อน +2

    "Killing all the space marine4s is quite important" Truly, a tactical mastermind

  • @Pippin1505
    @Pippin1505 5 หลายเดือนก่อน +2

    yes, the +1AP is not every turn, it charges by +40 each action (or maybe only for combat, and lower rate for reinforcing ? don't know how you got 25), i think. So it's more like 5 AP over 2 turns, not 3/turn.

  • @heirtotheempire2278
    @heirtotheempire2278 5 หลายเดือนก่อน +1

    YES

  • @walterverlaan1286
    @walterverlaan1286 5 หลายเดือนก่อน

    Nice one.

  • @LOLTwinGamerz
    @LOLTwinGamerz 5 หลายเดือนก่อน +4

    It's likely a little late for this to be useful in this campaign, but if you come back to the game with a new campaign, then these tips might help. This will be a little "wall of text-y" but I just want to offer some advice on three things I have seen. I'm not experienced with the game, so some of these might not be perfectly accurate or efficient. Up to you if you want the tips I'm offering, but I'm enjoying watching either way.
    1. If you pause at 23:35, you can see a crossed swords indicator between the Dreadnaught and Piranha on the ground. This indicator is representative of the Zone of Control that melee units get. You will notice that it is the three squares in front of the melee unit where it gets a Zone of Control. At 16:26, you can see this same indicator around the Assault Squad. In this case, the three in front of the first squad are covered by that closer squad, with the second squad covering the flanks of the front squad and the square that front unit is on. At 12:23, you can see the Dreadnaught is facing a corner, so it has a Zone of Control covering the corner and the tiles on either side. It is a bit easier to see with the Dreadnaught, but it is the same rule for the Necron's melee units. I agree that it could be better to have a more obvious indication on all the movement if you are going to cause a Zone of Control unit to attack, but those crossed swords, the small arrow, and the facing of melee units are what are currently in the game.
    2. Against the Necrons, there is likely some sort of dice roll for the reinforcements, as you may be able to see when in previous videos the Necrons only restored 1 model or died without any revives. It seems like there is a dice roll for each individual model that falls in a turn, with each unit able to have a maximum of 2 models revive per turn. Due to this, having a Breacher Team backed by a Strike Team (or for other factions a damage dealer to destroy most of the unit and use the revives followed up by something to deal the damage to kill the revived models) could be ideal to deal with Flayed Ones when facing a "horde" Necron, as opposed to your tendency to stick all of the Breachers on one side and your Strike Teams on the other. I'd probably suggest the carbine over the rifle for the Strike Team since the Flayed Ones don't have enough armor for the armor piercing difference to outweigh the shot quantity difference. Different Necron units revive with different health, with the Flayed Ones getting 25 health on a revived model, and the Praetorians getting 40 health on a revive.
    3. If you want to be as efficient as possible, you probably want to determine your targets, use a markerlight on the high priority targets from the infantry, maybe use a photon grenade (assuming the bonuses stack), use the Fireblade bonuses when most applicable, then start firing. You occasionally decide to start shooting with the big things, then get to the infantry and use a markerlight on something you've been shooting, which is causing you to miss out on some damage through the increased accuracy the markerlights provide. I don't know the ideal way to use markerlights, but I think you generally would want to use roughly a third of your markerlights each turn so that you have a constant 2-3 targets marked each turn, specifically in this infantry heavy army you are using.

    • @JanetOnOccasion
      @JanetOnOccasion  5 หลายเดือนก่อน +2

      You keep telling me examples of “at x you can see…” but that’s the issue. I didn’t see them, did I.
      I’ve mentioned the indicator several times. The issue isn’t that I don’t know that it exists, it’s that it does nothing to draw attention to itself and can often display off screen or behind UI elements where it can’t serve a purpose at all. When it actually does display on screen it’s never in a useful place - you’re either looking at the place you’re moving or more likely even further than that at the optimal range icons that the game encourages you to position well. With range 6 units that means you’re never looking anywhere close to where any potential opportunity attack may occur. Not to mention that this is the only games that doesn’t automatically find a safe route for your units movement as the default option. The solution, as I keep saying, is to indicate the attack of opportunity on the entire movement path. Change the lines colour if you’re going to get attacked then you can’t miss it.
      Dude, I know you’re trying to help but which is why I took the time to reply but c’mon. The campaign is going by with no issues, you don’t need to write an essay, and certainly not one that at a glance seems to just be information I’ve already mentioned in the content you’re watching.
      (Edit: Fixed all the "I typed this on a phone" spelling mistakes)

  • @EisenKreutzer
    @EisenKreutzer 5 หลายเดือนก่อน +7

    I don’t think that was two instances of the music, the track is just like that. Layered audio and weird time signature.

    • @JanetOnOccasion
      @JanetOnOccasion  5 หลายเดือนก่อน +3

      “Actually it’s supposed to be a distracting horrible mess of noise” doesn’t exactly change my desire to get rid of it.

    • @EisenKreutzer
      @EisenKreutzer 5 หลายเดือนก่อน +2

      @@JanetOnOccasion I can't argue with that.

  • @JS-vf5gn
    @JS-vf5gn 5 หลายเดือนก่อน +1

    Recently discovered your channel. I subscribed, one for the awesome content but two was due to your alluring voice. 😅

  • @piotrcegla5605
    @piotrcegla5605 5 หลายเดือนก่อน +3

    I do hope they give us imperial guard fraction with tons of meat shield infantry :) not a big fun of Communists Tau :P

    • @scelonferdi
      @scelonferdi 5 หลายเดือนก่อน +1

      With the guard I wonder how big they could get. One tile basically doesn't fit much more than a single Rhino chassis. So is the Dorn out the question? An what about the Chimera and its variants (including the Basilisk). The new field Ordnance batteries could be fun (and replace the Basilisk on a more grid friendly frame).
      Just for funsies a potential roster:
      Going for Cadia, as we always have a defined subfaction
      Heroes:
      Command Squad or Colonel or Castellan (Possibly a Castellan with Command Squad, if they can even do different models in the same unit)
      (Lord?) Comissar
      Primaris Psyker
      Infantry:
      Cadian Shock Troops
      Heavy Weapons Team(s)
      Kasrkin
      Ogryns or Bulgryns
      Vehicles:
      Scout Sentinel
      Armored Sentinel?
      Leman Rus (including a bazillion of gun options)
      Chimera or Taurox?
      Misc:
      Field Ordnance Battery
      Rough Riders? (not Cadians...)

    • @steliosvagianos8445
      @steliosvagianos8445 5 หลายเดือนก่อน

      Well, the hammerhead is roughly the size of a dorn and a Riptide is... well, really tall. It still fits in a tile@@scelonferdi

    • @scelonferdi
      @scelonferdi 5 หลายเดือนก่อน

      @@steliosvagianos8445 True dat, maybe a bit of scaling going on. Haven't seen the Hammerhead in game yet though. Height isn't really an issue and the riptide's footprint can be as small as a Rhino.