------------------------
Legal Info
------------------------
This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of copyright.
------------------------
Quicksearch Note:
You can use the Find command (Ctrl+F) to quickly find the part you need.
=========================================
1.00 Order Walkthrough
1.1 No Retreat! (NR!)
1.2 Hold the Line! (HTL!)
1.3 Between a Stone and an Axe (BaSaaA)
1.4 Final Journey
1.41 Imperial Gaurd (FJ1)
1.42 Eldar (FJ2)
1.51 Titan of the Emperor (TOTE)
1.52 Ancestral Powers (APR!)
2.00 Disorder Walkthrough
2.1 Gather the Clans (GTC)
2.2 Hunter! (HNT!)
2.3 Blood for the Blood God! (BFTBG!)
2.4 Keep your Enemies Closer
2.41 Chaos (KYEC1)
2.42 Orks (KYEC2)
2.51 Titan of Khorne (TOK)
2.52 Tropies (TRPI)
3.00 Imperial Gaurd
3.1 Imperial Gaurd Units
4.00 Versions
5.00 Credits and Thanks
6.00 FAQs
=========================================
______________________
/ \_________________
| 1.0 Order Walkthrough \
\________________________________________/
1.1 Mission 1 - No Retreat! (NR!)
"Under the valiant General Sturnn, the Imperial Gaurd have entered orbit
around the ice-world Lorn V. Their goal is simple;
they must retrieve a powerful war-machine called a Titan that was left behind
when Chaos Marines conquered the planet from
the local Imperial garrison. If Sturnn's planetfall beachhead is to succeed,
his forces must seize control of a defense
fortress currently in the hands of Chaos.
Fortunately, the Imperial Gaurd possesses the iron will see this undoubtedly
brutal battle through to its bloody end."
--------------------
Cadian 412th Command;
Establish a foothold
Sercure Local Area
Build a Field Command
Build a turret
Build a Tactica Command
Build an Infantry Command
Move Reinforcements forward
Take out the Artillery
Take the Fortress
Breach the outer gates (The two gates near your base)
Breach the Inner Gates (Two more gates more towards the Chaos
base)
Breach the Inner Sanctum
Breach the Blood Gate
Secondary
Assault
Capture Hellhound Command
Capture Sentinel Command
Halt the Raptor Raids
--------------------
Ulthwe Command;
The Blood Gate
Bring forth Reinforcements
Move via Webway Gates
Destroy Thermal Plasma Generators
Kill the Sorcerer
--------------------
Command Squad Suggestion:
You can either make him go solo so there are no penalties if you want to
delete him for a fully healed one, or equip him
with other leaders to help him out. I suggest Psyker and Priest at first, then
get a Commissar and another Psyker. I
normally kill him early on then once I get the Uncomman Valor I start training
other commanders.
Starting Units;
1 Commander Squad
1 Commissar
7 Groups of 9 Imperial Gaurdsman
Walkthrough:
After the movie showing Valkyries bombing Cultist squad, you will gain
controll of Command Squad, Commissar and 9 Imperial
Gaurd squads. Attach the Commissar to one of the squads and head to the north
towards a strategic point. Watch out because
there is a Heavy Bolter there that can really hurt your Imperial Gaurd. To
avoid deaths, use your Commander Squad as a meat
shield since if he dies, he will respawn with no penalties.
While your attacking the Heavy Bolter, start capturing the strategic point
with one of your squads. Once the bolter turret
is destroyed, move your army to the other nearby strategic point. There will
also be a bolter turret there so make your
Commander Squad be your meat shield once again. Again start capturing the
strategic point with a squad while attacking the
bolter.
By now, your Commander Squad will be hurt so you can kill him with delete and
get a fully healed one. Though you shouldn't
do it if you hired any members like Psykers, Priests or Commissors. Take all
of your guys besides the ones capturing the
strategic point and head to one of the doors. Each door is gaurded by a
Cultist squad. I suggest you only destroy one since
you can defend one easier than two (I take the right one). Once both strategic
points are captured, a Field Command and two
Techpriest Enginseer will arrive. The Field Command will be quickly built in a
few seconds.
Once the Field Command is built, send one of the them to build a Infantry
Command and the other to build the Listening Posts
on the strategic points (starting with the one near the destroyed gate). Also
start training two Commissars and attach them
to two of your squads. Start a Tactica Command once the Infantry Command is
done. Also start upgrading your Listening Posts
once they're built. Some Chaos Marines and Cultists may pay you a visit from
the destroyed gate.
Once all the previously mentioned buildings are complete, start building a
Plasma Generator. Start upgrading your Field
Command to Battle Command. Start researching Battle Armor and Death before
Dishonar. Once Battle Command is finished, start
on Satalite Targeting Resolution, Will of the Emperor and Weapon
Specialization. Also research Escalate Engagement Research
and if you want to start Improved Power Grid Research (I suggest doing it
later when you have more spare RR.
Start adding Sergants to your squad as well as improved weapons. I normally
get 1 Grenade Launcher and 2 Plasma Guns. Also
if you haven't yet, start building your third Techpriest Enginseer. All of
this costs quite a bit of energy, so build
another Plasma generator and get Improved Power Grid if you haven't when you
can spare the RR. Leave one of them at your
base while the other 2 go along with your troops outside of your base. Capture
the strategic point right outside of your
base and cap it off with a Listening Post and upgrade it with Fortified
Position ASAP. Don't start destroying the second
gate quite yet. Instead capture the strategic point to the east first.
Note: You can attack some of the Chaos base through the mountain area if you
want. Not many buildings can be hit this way
but it does save time later in the game.
There will be a Cultist squad and Chaos Temple near the strategic point you
need to take out. While attacking once again
send one of your squads to capture the strategic point. Once it's captured,
you will gain control of 2 Hellhounds as well as
a Mechanized Command. You can build a third Hellhound if you want to but I
suggest no. Be sure to cap it off with a
Listening Post before you leave. It may be a good idea to build a turret a bit
west of your new strategic point because they
can often attack there.
Be sure to be fully equipped by now. Start heading backwards towards your base
and start destroying the other first gate.
There will be a Defiler near the second gate there, but otherwise do the same
routine as the previous area. Capture the
first strategic point, cap it off but instead of using a bolter turret place
one or two of your Hellhounds there to defend
it. Also build a second bolter turret near your first turret. Continue west
for a second Mechanized Command along with 2
Sentinels. It will be gaurded by 2 bolter turrets and a Chaos Temple. Cap the
strategic point near the Mechanized Command
and I like to build 2 more Sentinels and have them as fire support for your
main troops.
Note: While doing all of this, alot of Chaos Raptor squads attacked me so be
carefull.
Once again, you will be able to destroy a building or two in the Chaos base.
Once you finish destroying the second gate,
start heading towards the middle of the map where a Chaos base is. There will
be many squads so be sure to have fully
equiped squads. Use your Sentinels to take down buildings while your troopers
cover them from infantry. While all of this is
happening, there still will be Chaos Raptor raids on your Listening Posts so
be sure to watch them carefully. Also when this
is happening, be sure to use your Sentinels or Imperial Gaurd to remove the
ownership of the strategic points from the Chaos
forces.
Search for any Chaos Temples you may have missed and be sure they are
destroyed. There are one to the north east of both the
Mechanized Command and the Chaos base. Once your sure everything has been
destroyed and all the strategic points have been
capped off, fully equippde, fully repaired, destroy one of the final gates.
All of the Heavy Bolter Turrets will now be
under your control, which helps very much in defense. I suggest you send a
Techpriest Enginseer near the bolter turrets in
case they get damaged. There will be many Chaos forces on the other side of
the gate, so be ready.
Once you destroy all of the Chaos forces in the area, capture the two
strategic points and cap them off and upgrade them.
Once that is done, move all your troops back away from any bombardment from
enemy Defilers. Then send in your Hellhounds
and/or Sentinels to the gate and just let them chip away at the gates 10k
health bar. Once it goes so low, a cut-scene will
appear. It will basicly say that the gate is tained by the Warp and if they do
not break it soon, they will lose the battle.
Now you switch to the Eldar
------------------------------
Starting Units;
1 Farseer
Order the Farseer into the Webway Gate. Go to the top right webway and click
the Strike Force button and order the Farseer
out of the webway. There are only Cultists here, not much trouble at all. Once
the generator is destroyed, enter the webway
gate and exit through the top left one. This time there will be some Possessed
Squads there, so it will be harder to kill
but still easy. In the final area there will be some Cultists there, along
with some Chaos Space Marines.
Enter the webway once again and exit through the newest webway gate. Once out,
be carefull because there are multiple
Defilers there that can deal alot of harm if you attack them. They will leave
you alone if you do the same to them. Just
kill the normal Chaos forces and head towards the objective marker where the
Sorcerer is at. While attacking him, be sure to
use all of the Farseer's abilities.
Now you switch to the Imperial Gaurd
------------------------------
Now reselect the hotkeys for your troops. Be sure to make sure you are fully
equipped and fully repaired before heading
towards the remaining Chaos's base. Be sure to bring your Sentinels to attack
the Defilers to reduce deaths of your Imperial
Gaurd. While trying to reach the Defilers, a few Chaos Space Marine squads
will attack but they pose little threat to fully
1.3 Mission 3 - Between a Stone and an Axe (BaSaaA)
"The Eldar, secret participents in the struggle on Lorn V and silent saviors
of the Imperial Gaurd, are close to their
mysterious objective. Quitely maneuvering between the armies of Imperials,
Orks and Chaos, the Eldar pursue a vital
objective seemingly far more important than the Titan.
Now, all that stands before them and the succsess is the largest Ork WAAAGH!
they have ever seen. The Eldar must sneak
through the main force of Orks, and remain undetected. Should they fail, they
will fall under under the sheer number of
their adversaries."
--------------------
Ulthwe Command;
Forward Progress
Eliminate the Ork Boss (Time Limit)
Build a new Webway Gate
Use the Relocate Ability
Build another Webway Gate
Use the Relocate Ability once again
--------------------
Cadian 412th Command;
An Alliance of Convenience
Defend the Eldar Base
Hold the Line!
--------------------
Starting Units;
1 Farseer
1 Group of 1 Seer Council
3 Groups of 8 Rangers
Walkthrough:
Once the cut-scene is over, notice the time limit on the right hand of the
screen. You have to kill the Ork Boss before it
runs out. Right away start Wargear: Enhanced Optics, Wargear: Reinforced Armor
and Imbue: Fortune right away at your Soul
Shrine. Start reinforcing your Seer Council, they will be your only melee unit
besides your Far Seer. Start capturing the
strategic point inside of your base with one of your Ranger squads.
Now select your Bonesinger and teleport him to the strategic point to the
south east and wait. With the rest of your troops,
start moving towards Big Mek. Along the way there will be Ork squads that will
not create much trouble for you. Your Seer
Council squad can take any of them, and your Ranger will reduce their morale.
It will be easy to take out the Ork Boss.
Once destroyed, an Ork swarm will start toward you. Order your Bonesinger to
use Teleport to the new objective marker on the
map and start a Webway Gate there. Once the gateway is ready, order your
buildings to relocate that. Once the buildings are
completly relocated, enter the webway and go to your new base.
Teleport your Bonesinger once again and start a Webway gate there. Once the
Relocate ability can be used again, do it
quickly. While waiting, move your troops a bit north west of your buildings
because that's where Stormboyz will keep coming
to attack you. Once the Relocation timer is up, the steel door the Orks were
attacking gets destroyed and more Orks will
come to attack. Once again when the buildings are done enter the webway and
exit this area.
A cut-scene happens where the Imperial Gaurd have spotted you. The Eldar
actually call them for help! They agree even though
neither trusts each other.
Now you switch to the Imperial Gaurd
------------------------------
Note: Keep upgrading everything. Be sure to build Listening Posts and a Plasma
Generator and get the resource upgrades. Just
use what ever troops you want, have fun on this map.
Starting Units;
1 Commander Squad
1 Commissar
2 Groups of 8 Kirskin
2 Groups of 9 Imperial Gaurdsman
1 Hellhound
2 Sentinels
1 Techpriest Enginseer
Now you can build and research anything you want finally. Once you gain
control send your Karskin squad to the Eldar base
and use your Imperial Gaurd squads to capture the strategic points in your
base. Bring the 2 Sentinels and your Hellhound
along as well. The Hellhound is very good at this point taking out infantry.
Once your Imperial Gaurd is finished capturing,
bring them along to the Eldar base as well.
After a few rounds of Orks, some vehicles will come in. Use your Sentinels to
take them out quickly. Now just keep defending
wave after wave untill the timer in done. Once that is done, retreat to your
base and start a defense. You may want to place
some mines and Heavy Bolter Turrets for some support when the orks come.
Repair any damaged vehicles and reinforce any
squads, then move where your bolter turrets are and wait.
Remember that you have Air Strike on your Command Squad. It will be very
effective to any clump of enemy squads. The first
wave comes front on and shouldn't pose that much trouble. The second wave
comes from the south east from some Stormboyz.
Third wave is from the front and has some vehicle backup. The fourth is from
the front again, there are vehicles again so
use your Sentinels to defeat them.
The next wave comes from the front again and thankfully there are no vehicles.
The next wave you are not so lucky, there
will be 2 tanks to deal with... AND a Squiggoth! Just hold out untill
reinforcements come. Once they do, you get 3 Imperial
Gaurd squads, and a Baneblade! Baneblades can take HUGE amounts of damage.
Order it to take the Squiggoth. With the
Squiggoth focused on the Baneblade, it will be easy to take it down (Easy is a
relative term).
Because of the reinforcements, the enemy will no longer send in waves of
attacks for a little while. Once you finish with
the Squiggoth, the level ends.
A cut-scene will appear explaining that the Necrons are approaching, and the
Eldar are trying to stop them.
"While the Orks on Lorn V number many, they lack the unity to defeat the
occupying force of Chaos Space Marines. These fell
warriors squeeze Lorn V in their bloody grip, and the scattered Orks are
losing ground, one clan at a time.
But now, an Ork Warboss named Gorgutz is beating Chaos at every turn uniting
more Orks under his banner. Gorgutz is now
ready to take on and take over one of the biggest Ork Clans on the planet,
drawing all the Orks together in a mighty WAAAGH!
and crush all in his path."
--------------------
Objectives;
Gather the Clans
Destroy the Headcrushaz Banner
Destroy the Rokkit Rangaz Banner
Destroy the Kwik Mekz Banner
Destroy the Burna Boyz Banner
Destroy the Squiggoth Base Gate's Power Generators
Free the Squiggoth Trainer
Capture the Squiggoths
Destroy the Chaos Forces
Destroy the Chaos Machine Pit
Destroy the Chaos Headquarters
Secondary;
Capture the Critical Location
Capture All Strategic Points
--------------------
Starting Units;
1 Warboss
1 Group of 6 Slugga Boy
Walkthrough:
Start by going east which is where the first Ork base is. Inside the base is
the Headcrushaz, to gain control of all of
their units, destroy the banner. Do not attack anything else besides the
banner, because if you damage or kill anything, you
gain control of the damaged/killed unit.
You gain a resource boost from capturing their base as well as all their
units. Start by reinforcing any damaged units and
capturing the strategic point. Now build several WAAAGH! Towers to increase
your Ork Resource. Once your Ork squads are
fully reinforced, head to the south east towards the Rokkit Rangaz base. Once
again purely focus on their banner to gain
full control of their base.
Again start capturing the strategic point and reinforce any damaged units.
Since you have a Pile O' Gunz!, add a Nob Leader
to all of your Slugga Boy squads. Once ready, start moving to the Critical
Location. There may be a group of Slugga Boys
there, but they won't pose any threat. Capture the Critical Location when it's
clear.
You can choose either to take the Burna Boyz out, or the Kwik Mekz out first.
The Burna Boys are to the north west, where
the Kwik Mekz are to the south east. I said it before, and I will say it
again, take only the banner out. This time since
you have Tank Bustaz, it's alot easier. I like to take the Burna Boyz first.
The Burna Boyz have some Slugga squads that have Burnas. I personally like to
kill them and build some Shoota Boyz. You
should have one squad from defeating them. Fully reinforce them, add a Nob
Leader and Big Shootas. Head back to the Critical
Location with your troops.
After you capture all four of the outer Ork clans, you will now take on the
final Ork clan. Before you can reach it however,
you need to destroy some of the Bigga Generators to open the gate into their
base. Build some more Wartraks in the Kwik Mekz
Banner. Begin research with More Dakka Research too.
Move all of your troops besides your Wartraks to the gate. You are able to
attack the Bigga Generators by taking a pathway a
bit south east of the gate. Once you destroy six of them the other three will
be automaticly destroyed. Start charging into
their base. This time there is no banner, so it's time to show the power of
your WAAAGH!.
There are some Killa Kans in there, take them out with your Wartrak and Tank
Bustaz. Destroy the nearby Prison Gate where a
Mad Dok is trapped. Once he is free, you need to head further inside their
base towards the Squiggoths. To capture them,
simply destroy their base and move your Mad Dok near them to get them.
Your final objective is to destroy the nearby Chaos base. Put your Squiggoths
in the front and follow with the rest of your
troops. It is very easy with such a large army and two Squiggoths. There is no
trouble, this part is simply a mop up.
"With the surprissing arival of the Imperial Gaurd, and the discovery of a
fallen Titan, Chaos Lord Crull has begun his
obsession to possess this powerful war-machine. Dispite his innate distrust of
Sorcerers and their vile magics, he will use
them to gather enough sacrificial blood to corrupt the Titan for his own
designs.
Meanwhile, Warboss Gorgutz WAAAGH! grows in scale with every battle, as does
the Ork's lust for heads to add to his
collection. He earns the moniker, Warboss Gorgutz 'Ead 'Unter, and for his
first prize, he is eyeing the Imperial General,
Sturnn."
--------------------
Clan Gorgutz;
Kill General Sturnn
--------------------
Blood Legion of Khorne;
Sercure Blood Pit
Capture Strategic Points
Build a Turret
Build a Machine Pit
Explore the Imperial Base
Fill the Blood Pit
Capture Gaurdsman
Sacrifice Gaurdsman
Destroy the Avatar
Possess Your Sorcerer
Kill the Avatar
--------------------
Starting Units;
1 Warboss
1 Group of 1 Mega Armored Nobz Squad
3 Groups of 5 Slugga Boyz
3 Groups of 5 Nob Squad
2 Groups of 5 Shoota Boyz
4 Killakans
3 Wartrak
Walkthrough:
Start by grouping all of your units. I like to put all the infantry in a
group, a Killakan group and a Watrak group. Start
by charging first with your Killa Kans and your Warboss. They can be used as
meat shields for this part of the map. Make
your infantry target theirs. Killakans work good against anything, but
Hellhounds are key targets for them. Focus your
Wartraks on their Sentinels.
I like to focus solely on one cornor at the start. I normally choose the north
east one. Keep working on the boarders to
reach their command where General Sturnn. Focus all of your firepower on
Sturnn. He's easy to kill with your Killakans along
with the rest of your troops.
Of course you can simply rush them with all of your troops head on. Two key
things are to reinforce when you get the Ork
resource. And the other is to target their troops smartly. Use your Killakans
for Hellhounds and Wartraks for Sentinels ect.
Note: If you just charged for the base, the remaining Imperial Gaurd buildings
will remain after you kill Sturnn.
Now you switch to the Chaos Space Marines
--------------------
Starting Units;
2 Groups of 9 Chaos Space Marine
1 Group of 5 Cultist Squad
3 Chaos Predator
2 Heratics
1 Chaos Lord
1 Chaos Sorcerer
With your starting units, you will be able to capture three of the four nearby
strategic points. Cap all four of them with
Listening Posts to complete the first objective. Build some Plasma Generators,
a Machine Pit and an Armory. Upgrade your
squad max for infantry and vehicles at your Desecrated Stronghold.
If you started capturing the south west strategic point right away, a little
after you're done a group of Orks will attack.
Another thing to upgrade is the Command Veteran Upgrade and Symbol of Chaos at
your Sacrifical Pit. Because you have a
Desecrated Stronghold already, you can research Strengthen Power Grid and
Escalate Engagament.
Upgrade your Listening Posts to Heavily Fortified Positions when you can.
Chaos Lord Crull will comment about the Cultist's
ability to use Infiltration for scouting. Soon the Eldar will attack your
base. They are mainly Gaurdians with a squad of
Fire Dragons with them. Take out the Fire Dragons first since they will cause
the most damage for your base.
One of your objectives is to build a turret. The north is where I was attacked
the most by the Eldar, so you may want to
build it there. You may want to do a mop up of the Imperial Gaurds base to the
north west. Move your chaos infantry to
capture the strategic point to the south east of your base. Cap the strategic
point off and defend it while it's being
upgraded.
Note: You can skip this part if you want.
I think you should start building a squad or two of Possesed Space Marines.
Once your army is ready, head to the strategic
points on the left side of the map where an Imperial Gaurd oupost is at. There
are both Ogryns and Imperial Gaurdsmen there.
Your Possessed Space Marines can take care of the Ogryns while your normal
Space Marines can take care of the Imperial
Gaurd.
As long as you have one group of Possessed Space Marines, it should be easy to
take them out. Capture both strategic points
there and cap them off. Head south east to the strategic point, it should be
unguarded. Continue to the south east where an
Ork base is at. It may have just been me, but nearly all of the buildings were
not built.
Capture the strategic point at the ork base. Only move your Predators to the
south east. There will be Imperial Gaurd
vehicles like Basalisk and Leman Russ Tanks along with Imperial Gaurdsmen.
Make your Predators only focus on Leman Russ
Tanks and Basalisks while your chaos troops attack their Imperial Gaurdsmen.
Note: Start here if you wanted to skip the area.
Seperate your Chaos Lord Crull and your Sorcerer. Bring both of them to the
objective marker where the Imperial Gaurdsman
base is at. Use the Sorcerer's new ability "Capture Gaurdsman". Once you use
it on a Gaurdsman squad, it will follow you.
Move your Sorcerer to the Blood Pit. If any enemy Gaurdsmen follow, use Lord
Crull or one of your squads to defeat them.
Now keep rounding up the Imperial Gaurdsmans squads and brining them to the
Blood Pit.
Once the Blood Pit is filled, the Eldar will start an all out attack. They
also have brought an Avatar along with them.
Enemies will continuisly spawn near the Avatar and attack your base. Order
your Sorcerer into the Blood Pit. It will take a
while for him to get possessed. Get all of your troops to the south west
strategic point, this is where they come from. Most
of them are Gaurdians with a few other squad types.
After a few minutes, your Sorcerer will become a Blood Thirster. To kill the
Avatar, move your Bloodthirster to the Avatar
and hit the "Kill Avatar" ability. If your close enough, you will kill it.
"The Ork avalance continues with a magnificent roar. Warboss Gorgutz's mound
of heads grow larger with each battle, and each
victory the number of of worthy skulks worth of obtaining grows smaller.
The last head for the Warboss to clain rests on Chaos Lord Crull's neck. To
rule the day and collect the pearl of Lorn V,
Gorgutz will lure Crull into a battle that he cannot win... At least if the
Warboss has anything to say in the matter."
--------------------
Blood Legion of Khorne;
Trophies
Damage Guns of the Titan Dominatus
Reach Crull and Challange Him to a Duel
Defeat the Necrons
Finish the Duel with Crull
Secondary;
Attack the Imperial Gaurd Outposts
Destroy Titan Guns to Spite Crull
--------------------
Starting Units;
1 Chaos Lord
1 Psyker
2 Groups of 6 Chaos Space Marines (Leader)
1 Group of 4 Khorne Beserkers
1 Group of 5 Horror Squads
1 Heratic
Walkthrough:
Start by capturing both strategic points in the base as well as the relic.
Reinforce both of your Gretchin squads and start
to work on multiple Generators and Listening Posts when the strategic points
are captured. The best place to build your
WAAAGH! Towers is next to your strategic points. Imperial Gaurdsmen squads
will periodicly attack you so the WAAAGH! Towers
can prove cover.
Start on one or two Shoota Boyz squads and a Pile O' Gunz. Move all of your
troops to the north east of your base to an
Imperial outpost. Use both your Warboss and your Wartrak to target the
Infantry Command to prevent reinforcements. Be sure
to capture the strategic point. Continue doing research at your Pile O' Gunz
and upgrade your Settlement to an Orky Fort.
I like to get three groups of Nob Squads and three groups of Shoota Boyz
squads. For vehicles, I go for Watraks to destroy
the enemies morale. Continue building your army and upgrades while you start
to the other outpost. Take the second outpost
the same way as the first one.
When you finish building and upgrading your army, head north towards the first
Titan gun. The first gun will have an
Infantry Command, Imperial Gaurdsmen, an Ogryn squad and 2 Leman Russ Tanks.
Use your Big Mek to disable one of them while a
group or two of Nob Squads with Power Claw destroy them. Target the Infantry
command with your Wartraks. Use your Warboss,
Shoota Boyz and Watraks to take out the infantry.
After you deal so much damage to the one of the Titan's guns, Lord Crull will
appear and you will get an objective to
challange him to a duel, head out to it. When you reach it, the Necrons will
appear. They will be easily destroyed with your
Nob Squads if they have Power Claws equipped. Use the rest of your troops to
take out the Necron Warriors.
Once you destroy the first Monolith, a second one will appear to the near the
right side of the map. This second one will be
easier to destroy since there are no Chaos forces nearby. Soon a third one
will appear to the west of your base. You can use
the Killakans and Looted Tanks that arrived to severly damage the third
Monolith while your troops are dealing with the
second one.
Once you can, move the bulk of your army to the final Monolith and destroy it.
There's one final thing to do, get Chaos Lord
Crull's skull for Gorgutz's pointy stick. To reach him you need to get through
the Chaos base and a Bloodthirster. Use your
Wartraks to take out buildings and units. Your Nob Squad once again will be
powerful melee unit as well as vehicle control.
The entry way to to the Chaos base is the hardest part. There will be
Obliterator squad and several Predators as well as the
normal chaos troops. Between the Chaos base and Chaos Lord Crull is a
Bloodthirster with 21k health to deal with. Just hit
him with everything you've got. You simpley have to reach the objective marker
to win the mission.
Name: The Name of the Unit
Cost: RQ Cost/Power Cost/Population Cost
Melee Damage: Damage-Damage per Second
Ranged Damage: Damage-Damage per Second
Requirements: Requires X
Upgrades: Possible upgrades
Description;
Builder Unit.
Legendary Builders from the Adeptus Mechanicus.
Can repair units more quickly and effectiently than other races.
Their exoskeletons allow them to take more punishment than other builder
units.
Info;
Imperial Gaurd strategy dedicates their forces to a fight with the expectation
of a long stay. With a focus on defensive
structures and tanks, this requirement expands the purpose of the builders
beyond what a basic Servitor can provide.
Techpriest Enginseers are used primarily for construction, but can also make
quick repairs in the heat of battle. The
Enginseer's exoskeleton allows them to take far more punishment than the
average builder.
Description;
Led by the Imperial General.
The Imperial General can add other leaders to the squad (such as a Commissar
or Priest).
This squad can counter the heros of the other races.
Info;
As the General of this Imperial Gaurd army, he's tough as nails and his
leadership seperates the men from the boys. But when
backed up with other leader units, they form an impregnable Command Squad.
Customize the strengths provided by your Command
Squad. For a group that's incredibly effective at Psychic powers include some
Psykers. Or for a Fanatical powerhouse, add a
few Priests. Choose the leader unit with the ability to supplement and
complement your strategy.
Description;
Infantry Commander.
Fearless leader that are the backbone of the Imperial Gaurd.
Any squad they are attached to is immune to morale damage.
Can execute cowards to make other Infantry fight better.
Info;
Commissars are tasked with ensuring that the job gets done, regardless of the
cost. They inspire fear and loyalty in any
squad they are attached to, since they imbue an exceptionally strong morale by
their presence alone.
Description;
Support Unit.
Can use their abilities to turn the tides of battle.
Lightning Arc ability can decimate entire infantry squads.
Strip soul can do high damage to single humaniod units.
Info;
Psykers are capable of utilizing terrible psychic powers, including hurling
chained lightning and destroying the minds of
individual targets to destroy the enemy. Unfortunately Psykers are weaker than
most and often suffer drastic consequences
when using their powers. Gaurdsmen are well advised to avoid Psykers since
they have a tendency to explode.
Description;
Infantry Commander.
Inspire squads to fight courageously.
Add hitpoints and morale to any squad they are attached to.
Increase the damage output of any squad they are attached to.
Fanaticism ability can make their entire squads temporaily invincable.
Info;
Fanatical religious devotees, Priests administer rituals to the rank and file
Gaurdsmen, ensuring their spirits are up to
the task of war. They inspire a reckless disregard for safety in any squad
they're attached to and greatly increase morale.
They can also temporarily whip a squad of Gaurdsmen into berserker fury that
allows them to shrug off any wounds.
Description;
Infiltration Unit.
Equipped with a long ranged sniper rifle.
Can kill most infantry units in one shot.
Assassination scope allows the assassin to temporarity increase their range
and sight.
Effective against infantry and hero units.
Info;
Solitary warriors who are often distrusted by the ordinary men and even
seasoned Commanders, these bio-enhanced killers are
the ultimate tool in wet work and secrecy, highly skilled in any number of
weapons and honed at working alone deep within
enemy lines. So capable are they at Infiltration work, even the most aware
commanders cannot pick them out until it is too
late. They are greatly feared by enemies because of their ability to kill them
with a single head shot from incredible
Description;
Infantry.
Primary unit of the Imperial Gaurd.
Weak in small numbers or without leaders.
Powerful when massed in large numbers.
Attach Commissars or Priests to greatly increase their power
Effective against Infantry and Heavy Infantry
Info;
As the basic troop choice these units are the workhorse of the Imperial Gaurd.
As they are able to be equipped with a large
number of assault weapons, the Gaurd make up for their lack of accuracy with
sheer firepower, and a will (no matter how
Description;
Elite commando units.
Deal high damage and have a long range.
Can move more quickly than other infantry.
Effective against Infantry and Heavy Infantry.
Info;
Highly trained Elite Gaurdsmen, these troops have seen a great deal of combat
and understand how best to deal with enemy
Heavy Infantry squads. They're often used to strike swift and decisive
assaults on an enemy's flank to break their charge or
Description;
Heavy Infantry.
Powerful melee attack.
Strong ranged attack but highly inaccurate.
Can take heavy punishment.
Effective against Infantry and Heavy Infantry.
Large size requires them to use two slots in transports and vehicle garrisons.
Info;
Giant mutant like creatures, Ogryns make up for their obvious lack of
intellect with sheer strength and brutality. Because
of their inability to deal well with complex weapons, Ogryns carry Ripper guns
which are simple yet effective both at ranged
and in melee. A full squad of Ogryns can be just as devestating as a
Dreadnought in close combat!
Description;
Assault Vehicle.
Transport vehicle that can hold up to 3 squads of infantry.
Firing ports allow Infantry to fire out while garrisoned inside.
Effective against Infantry.
Info;
Fast and well armored, the Chimera is equipped with enough basic weaponry to
provide for an effective defense for squads
Description;
Heavy Artillery.
Artillery unit with incredibly long range.
Does heavy damage in an area of effect.
Effective against Infantry and buildings.
Info;
The Basilisk, with its Earthshaker cannon, is able to launch projectiles
increadable distances, devastating enemy infantry
and emplacements with its barrages. The Basilisk is one of the most powerful
artillery weapons in the game. The drawback to
the increadible range and power is their slow movement and long setup times.
The Basilisk also has the ability to fire the
devastating Earthshacker Round which lays waste to entire squads. This ability
comes at a price, costing requisition and
Description;
Medium Vehicle.
Assault tank that can take heavy punishment.
Effective against Vehicles and Infantry.
Info;
The Leman Russ Battletank is the most commonly found tank in the Imperial
Gaurd regiments. Its simple construction and
battle-tried design have allowed the Leman Russ to stand the test of time
better than most armoured vehicles. Armed with a
battle cannon and twin-linked heavy bolters on its side sponsons, the Leman
Russ' weaponry and heavy hull armor make it the
perfect heavy support vehicle for the front lines.
---
Name: Baneblade
Cost: 400\400\3
Melee Damage: 00-00
Ranged Damage: 83-117
Requirements: Full Scale War, Captured Relic.
Upgrades: None
Description;
Heavy Vehicle.
The ultimate assault vehicle.
Equipped with unmatchable firepower.
Can take enormous amounts of punishment.
Effective against all units.
Info;
The Baneblade is the ultimate Imperial Gaurd weapon. As one of the oldest
Imperial Tanks still in use, it is battle-tested
and a proven element of war. With its nearly impenetrable hull and equipped
with no less than 11 heavy weapons, these tanks
are so powerful that they have the ability to defeat entire armies.