@@auduntowrie5362 tried posting a link but youtube won't accept it but no the time bonus doesn't make buildings build faster, otherwise each obelisk would be quicker than the one before it
- 'Cron is highly MU and build-order dependant. So say, if you're up against an DE who opens with an Archon, then getting a Lord (early) is a waste of resources, because you'll lose in 1v1 basically everytime. - Your 1st squad of warriors is free and if you don't reinforce them, you basically have free defence, but keeping them alive is paramount. - If you're not sure if you're gonna get rushed, build a turret that covers your main + gen farm, but order your scarabs away from it at ~99% construction time, so you can cancel the turret and get refund if they don't attack you. - Warrior mass is the most standard build for Cron. What sets apart Cron pros, from less experienced players (AFAIK), are small things, such as when you add the Forbidden Archive, and research relics for the Lord - 150 energy + the relic cost, can slow down your tech, or Summoning Core a lot, so it comes down to how well you read the game and reactively augment your army value accordingly.
Has been ages since I last touched DoW but damn, it brings back memories. I know it inside out but still a blast to see those build videos! And even after 16 years since I first layed hands on it people are still salty about a lost match. Hope to see more stuff in the future.
I had been referred here by Mr Landshark. It is good to see content for this game. Given that Golden Age of DOW and RTS more generally is long past, finding guides and information has been difficult. I am not an RTS veteran by any stretch, I was in elementary and playing Crash and Halo on the PS2/1 (we don’t know which it was) and OG Xbox and only got DOW following the conclusion of last semester. 1:43 I am currently playing Dark Crusade and my strat has been to get Necron Warriors out ASAP. I go for alternating Scarabs and Warriors and Lord. I then rush the enemy base or their early cap points in order to hamper their economy expansion. Necron warrior are probably the best tier 1 unit in the game so I use them aggressively. This has been on Fallen city vs Ai Hard, so this strat may fall flat on it’s face when fighting a human player.
Generally getting squads out quickly is the goal for necrons as reinforcing doesn't tie up the monolith. Two Flayed one squads is the same power as 1 squad of 8.
I have recently gotten into DOW SS, and the Warhammer Universe as a whole. And I am wondering if you can do build orders for Ultimate Apocalypse? That would be very nice. Anyways good video.
Max scarabs 2 Warriors 6 generators is the standard opening. Only when I'm anticipating a rush (e.g. Scout rush on Blood River) do I change things up. Building Wraiths without Wraithflight is throwing away power, so avoid building that in Tier 1. If I'm playing Chaos against Necrons, I normally fast build the barracks and mass chaos marines. Nade cult is reserved for Eldar, Dark Eldar, IG because their T1 units are fragile. Of course I'm just a smurf who plays random multiplayer matches so not as qualified.
I've lost on a large map against a necron flayed ones spam and I can't figure out how to counter it. Their move was to get the commander out fast, move through the fog of war and teleport into base where immediately 3 squads of flayed ones spawn. My army ot 2 space marines squad was in the center of the map contesting criticals. By the time they arrived to start killing it was already too late. What are weaknesses to flayed ones spam? Also turret rush weaknesses :? Good video! Explanation with examples is a better flow!
That's a tricky one, because if you're not expecting it, it can catch you off-guard. I would say building mines and turrets in your base is the best way to go; due to Flayed Ones' slow movement they can't run away from the mines and the turrets will help finish them off. As soon as you see Flayed Ones in your base, immediately make some troops, never hesitate. Having scouts with snipers could also help with this.
Whenever you see a Necron enemy turret rush, you have to mass troops fast and kill the scarabs quickly. This will force the Necron player to stop the turret rush. In a match against Necrons on a small map that allows this you should always be massing troops early anyway. Hope these tips help in some way :)
40 hours in and I'm still complete ass at this game... Looks like I still have a long way to go before I can hold my own in multiplayer like these guys
Yeah lots of Immortals for Defilers, that battlecannon is hell for small fragile squads with high knockback and high morale damage but it's the only tier 2 unit for the job. Necron lord can throw in a solar pulse to help them if available.
One chaos counter to this is cultists going melee on the immortals then the defiler goes melee on warriors or flayed ones since defilers are immune to the morale loss.
The standard I see most played is Phase Shifter + Phylactery + Solar Pulse. These ones are fairly cheap and overall provide the most value imo. Having said that players also switch things up by going lightning field instead of solar as this ability can destroy squishy unit masses when charged to the max (cultist nades, IG with nades, shoota boys etc). Chronometron is also a viable option to catch out infantry squads that have over-extended but this works better in team games and with good timing. As for the T2.5+ artifacts (resurrection, nightmare shroud, veil of darkness) well, for their cost and what they do it's pretty much not worth it. Resurrection is great but units are revived at half health and very easy to kill. You're better off making Tomb Spyders for that. Nightmare shroud makes units run away for a few seconds then they just come right back. And veil, well at T3 you best be sure your opponent will have detectors by then.
@@jagusart this is very helpful I feel I’ve always given to much credit to res orb veil and nightmare the only time I could see veil being useful is against space marines as their detectors are quick easy to kill. but even then a well timed pulse will just ruin their army anyway
@@auduntowrie5362 Out of those three veil would probably be the best options. If you do manage to remove your enemy's detectors, an infiltrated monolith + immortals can be very scary indeed.
@@jagusart But Veil is T3. By that time detectors are common and it feels like a wasteful investment. IMO the must have artifacts are Solar Pulse + something that enhances NL survivability. Phase Shift, Phylactery. Lightning Field is a given against melee like Orks or Eldar Banshees.
I understand what you tried to do. But your guest gave no helpful information. Which scarab is my first LP capture scarab? What do I research? Etc, etc etc.
Necron time bonus doesn't work on buildings
4 Obelisks is max infantry, 6 is max vehicles, 7 is max time bonus (triples production speed)
You're right! I guess I misinterpreted the description. By construction I thought it meant building buildings. Thanks for clarifying!
@@jagusart still pretty good when destroyers only take 10 seconds to build
Hey thanks for the comment, I used to wait to build my last gens after I have some obelisks, thanks for the info
I’m not sure if this is true I believe it does affect construction time and researches it just doesn’t reduce “add on” upgrades
@@auduntowrie5362 tried posting a link but youtube won't accept it
but no the time bonus doesn't make buildings build faster, otherwise each obelisk would be quicker than the one before it
But guys, keep in mind! It really depends^^
That flayed ones rush is nasty...
And im so gonna use it, ty
- 'Cron is highly MU and build-order dependant. So say, if you're up against an DE who opens with an Archon, then getting a Lord (early) is a waste of resources, because you'll lose in 1v1 basically everytime.
- Your 1st squad of warriors is free and if you don't reinforce them, you basically have free defence, but keeping them alive is paramount.
- If you're not sure if you're gonna get rushed, build a turret that covers your main + gen farm, but order your scarabs away from it at ~99% construction time, so you can cancel the turret and get refund if they don't attack you.
- Warrior mass is the most standard build for Cron. What sets apart Cron pros, from less experienced players (AFAIK), are small things, such as when you add the Forbidden Archive, and research relics for the Lord - 150 energy + the relic cost, can slow down your tech, or Summoning Core a lot, so it comes down to how well you read the game and reactively augment your army value accordingly.
Really comes down to proper NL usage once you get the hang of build orders. Both artifact selection and micro.
Has been ages since I last touched DoW but damn, it brings back memories. I know it inside out but still a blast to see those build videos! And even after 16 years since I first layed hands on it people are still salty about a lost match. Hope to see more stuff in the future.
I had been referred here by Mr Landshark. It is good to see content for this game. Given that Golden Age of DOW and RTS more generally is long past, finding guides and information has been difficult. I am not an RTS veteran by any stretch, I was in elementary and playing Crash and Halo on the PS2/1 (we don’t know which it was) and OG Xbox and only got DOW following the conclusion of last semester.
1:43 I am currently playing Dark Crusade and my strat has been to get Necron Warriors out ASAP. I go for alternating Scarabs and Warriors and Lord. I then rush the enemy base or their early cap points in order to hamper their economy expansion. Necron warrior are probably the best tier 1 unit in the game so I use them aggressively. This has been on Fallen city vs Ai Hard, so this strat may fall flat on it’s face when fighting a human player.
Generally getting squads out quickly is the goal for necrons as reinforcing doesn't tie up the monolith.
Two Flayed one squads is the same power as 1 squad of 8.
Your videos help out a lot. Thank you.
I tend to build necron lord before tier 1 so before the power cost increase by 50 but I still get the iextra HP
I have recently gotten into DOW SS, and the Warhammer Universe as a whole. And I am wondering if you can do build orders for Ultimate Apocalypse? That would be very nice. Anyways good video.
Max scarabs 2 Warriors 6 generators is the standard opening. Only when I'm anticipating a rush (e.g. Scout rush on Blood River) do I change things up. Building Wraiths without Wraithflight is throwing away power, so avoid building that in Tier 1.
If I'm playing Chaos against Necrons, I normally fast build the barracks and mass chaos marines. Nade cult is reserved for Eldar, Dark Eldar, IG because their T1 units are fragile. Of course I'm just a smurf who plays random multiplayer matches so not as qualified.
This is good info, thanks!
I've lost on a large map against a necron flayed ones spam and I can't figure out how to counter it. Their move was to get the commander out fast, move through the fog of war and teleport into base where immediately 3 squads of flayed ones spawn. My army ot 2 space marines squad was in the center of the map contesting criticals. By the time they arrived to start killing it was already too late. What are weaknesses to flayed ones spam?
Also turret rush weaknesses :?
Good video! Explanation with examples is a better flow!
That's a tricky one, because if you're not expecting it, it can catch you off-guard. I would say building mines and turrets in your base is the best way to go; due to Flayed Ones' slow movement they can't run away from the mines and the turrets will help finish them off. As soon as you see Flayed Ones in your base, immediately make some troops, never hesitate. Having scouts with snipers could also help with this.
Whenever you see a Necron enemy turret rush, you have to mass troops fast and kill the scarabs quickly. This will force the Necron player to stop the turret rush. In a match against Necrons on a small map that allows this you should always be massing troops early anyway. Hope these tips help in some way :)
40 hours in and I'm still complete ass at this game... Looks like I still have a long way to go before I can hold my own in multiplayer like these guys
40 hours is nothing. 400 hours generally turns a new player into an "acceptable player."
Yeah lots of Immortals for Defilers, that battlecannon is hell for small fragile squads with high knockback and high morale damage but it's the only tier 2 unit for the job.
Necron lord can throw in a solar pulse to help them if available.
One chaos counter to this is cultists going melee on the immortals then the defiler goes melee on warriors or flayed ones since defilers are immune to the morale loss.
What relics do you recommend using from the forbidden artefact and when would you use different ones
The standard I see most played is Phase Shifter + Phylactery + Solar Pulse. These ones are fairly cheap and overall provide the most value imo. Having said that players also switch things up by going lightning field instead of solar as this ability can destroy squishy unit masses when charged to the max (cultist nades, IG with nades, shoota boys etc). Chronometron is also a viable option to catch out infantry squads that have over-extended but this works better in team games and with good timing. As for the T2.5+ artifacts (resurrection, nightmare shroud, veil of darkness) well, for their cost and what they do it's pretty much not worth it. Resurrection is great but units are revived at half health and very easy to kill. You're better off making Tomb Spyders for that. Nightmare shroud makes units run away for a few seconds then they just come right back. And veil, well at T3 you best be sure your opponent will have detectors by then.
@@jagusart this is very helpful I feel I’ve always given to much credit to res orb veil and nightmare the only time I could see veil being useful is against space marines as their detectors are quick easy to kill. but even then a well timed pulse will just ruin their army anyway
@@auduntowrie5362 Out of those three veil would probably be the best options. If you do manage to remove your enemy's detectors, an infiltrated monolith + immortals can be very scary indeed.
@@jagusart But Veil is T3. By that time detectors are common and it feels like a wasteful investment.
IMO the must have artifacts are Solar Pulse + something that enhances NL survivability. Phase Shift, Phylactery. Lightning Field is a given against melee like Orks or Eldar Banshees.
@@spectre9065 You're right, I meant out of the 3 worst artifacts, Veil is (probably?) the least worst :)
GG
I understand what you tried to do. But your guest gave no helpful information. Which scarab is my first LP capture scarab? What do I research? Etc, etc etc.
buddy the video is about opening orders not a full guide on how to play the race lmfao