Also, Dark Crusade ist toll.
Die neuen Einheiten machen Spass, gerade die NEkrons haben ähnlich wie Orks ein neues System der Ressourcen und spielen sich ganz anders. DIe neuen Einheiten machen SPass und Runden die Armeen gut ab.
Der Singleplayer ist Hammer. Sowas witziges hab ich noch nicht gespielt (obwohl ich weiß, dass es solche systeme schon gibt). ICh wähle meinen nächsten Angriffspunkt auf der Landkarte, kann bereits eroberte "Provinzen" mit Truppen stärken und bekomme Equipment für meinen Anführer und einzigartige Einheiten.
Ein großes Lob dafür.
Edit: mal eine Liste der Änderungen von WA 1.51 zu DC... für dies interessiert
Global
• Turrets
o Turrets can be placed anywhere
o Turrets detect infiltrated units
• The Infiltration system has been enhanced and better integrated into Dark Crusades:
o Infiltration on units is no longer activated with an action button. The effect is persistent and passive.
o Units can attack while infiltrated.
o Units can capture while infiltrated.
o Commanders no longer detect stealth. See each race for a list of detectors.
• Reduced the cost and research time of Tier 3 upgrades
• Reduced the research time of Tier 4 upgrades by 50%
Space Marines
• New unit: Grey Knights
o New ability: Psychic Inquisition - Tortures units within the area with psychic energy. This energy haunts an area, dancing around seeking victims.
o New ability: Furious Charge - Allows Grey Knights to approach enemies at blinding speed. The momentum is converted into a devastating attack
• Reduced the train time of Land Raider to 90 seconds.
• Skull Probes now require an Armory instead of a Monastery and can now detect infiltrated units.
• Librarians
o Librarians can detect infiltrated units.
o Increased damage and reduced cooldown of Smite
o Increased duration of Weaken Resolve
o Weaken Resolve now requires tier 2, not tier 3
• Reduced squad hold of Orbital Relay from 6 to 4
• Increased Space Marine Deep Strike delay from 5 to 10 seconds
• Space Marine Force Command and Chaplain plasma pistol
o Reduced penetration versus heavy high from 50 to 45
o Increased penetration versus building low from 25.5 to 30
• Space Marine Force Command and Chaplain Power Sword
o Penetration to building low increased from 20 to 25
o Penetration to commanders increased from 30 to 40
• Increased setup time on Space Marine Tactical Heavy Bolter from 1.5 to 2
• Space Marine Inspiring Aura research
o Cost reduced from 100/35 to 80/35
o Research time reduced from 90 to 60
• Space Marine Commander health 2 research time reduced from 60 to 45 seconds
• Terminators and Assault Terminators
o Increased cost from 200/100 to 240/100
o Heavy Flamer:Morale damage increased from 35 to 50
o Assault Cannon: Cannot fire on the move, Increased damage from 12-20 to 30-50, Increased range from 30 to 40
o Increased stun effect from 10% to 25%
• Tech Tree changes
o The Armory no longer requires the Chapel Barracks
o The Monastery (Tier 2) now requires either the Armory or the Barracks, not both.
o The Fortress Monastery (Tier 3) now requires either the Machine Shop or the Sacred Artifact, not both.
• Elite unit caps
o Assault Terminators now have a squad cap of 1
o Terminators now have a squad cap of 1
o Predators now have a squad cap of 2
o Whirlwinds now have a squad cap of 1
• Support cap costs
o Increased Predator support cap cost from 3 to 5
o Increased Whirlwind support cap cost from 2 to 5
o Increased Dreadnought and Hellfire Dreadnought support cap cost from 2 to 3
Imperial Guard
• New unit: Heavy Weapons Platoon
o New ability: Entrench - Heavy Weapon's Platoon sets up a powerful fortification combining defensive cover with increased firepower.
• New ability: Long-range scanner - Located in the HQ, this ability detects infilitrated units.
• New ability: Let it Burn - The Hellhound, in Tier 3, can set an area on fire for a limited duration. Any unit takes damage while in this area.
• Reduced the train time of the Baneblade to 90 seconds
• Guardsmen squads can reinforce to 12 members (up from 9) once reaching Tier 2.
• Pyskers can detect infiltrated units.
• Priest morale boost reduced from 400 to 50
• Assassin
o armor penetration versus monster high reduced from 100 to 50
o armor penetration versus commanders reduced from 100 to 75
• Guard Commanders improvement versus vehicle high and monster high armor types
o guard_chainsword_priest: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
o guard_power_sword_commissar: Armor piercing against vehicle_high from 0 to 20
o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 20
o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 29
o guard_psychic_spike_psyker: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
• Weapon Specialization Research cost increased from 100/25 to 100/100
• Kasrkin Knife’s penetration to building low reduced from 65 to 45
• IG Command Squad Commissar Power Sword penetration to building low reduced from 50 to 33
• Command Squad Priest Chain Sword penetration to building low reduced from 33 to 23
• Command Squad Captain power Gauntlet penetration to building low reduced from 50 to 35
• Command Squad Captain power cost increased from 15 to 25
• IG Psyker Curse of the Machine Spirit hotkey set to "C"
• Tech tree changes
o The Tactica Control no longer requires the Infantry Command
o The Battle Command (tier 2) now requires either the Infantry Command or the Tactica Control, not both
• Elite unit caps
o Ogryns now have a squad cap of 1
o Kasrkins now have a squad cap of 1
o Leman Russ Tanks now have a squad cap of 2
• Support cap costs
o Increased support cap of Leman Russ from 3 to 5
Orks
• New unit: Flash Gitz - Tier 3 ranged infantry
• New research: More Sluggas - makes recruitment of slugga boyz squads free.
• New ability: Burna bomb - Mad Doks can place this device, which explodes after a brief countdown.
• The Big Mek and War Boss can still detect infiltrated units (unlike most other Commanders)
• Armored Nobs can now detect infiltrated units.
• Reduced the train time of Squiggoth to 90 seconds.
• Ork Warboss Claw penetration to building low increased from 31 to 60
• Ork Nob Choppa
o Armor penetration to monster high increased from 0 to 15
o Armor penetration to vehicle high increased from 0 to 15
o Armor penetration to building high increased from 0 to 15
• Ork Rokkit Launcher Listening Post
o Armor penetration to vehicle high increased from 5 to 10
o Armor penetration to vehicle med increased from 7.5 to 20
o Armor penetration to vehicle low increased from 12.5 to 20
• Ork Big Shoota Twin Waagh Banner
o Armor penetration to building low increased from 0 to 25
o Armor penetration to building med increased from 0 to 20
o Armor penetration to building high increased from 0 to 10
• Reduced health of Tankbustaz from 400 to 360
• Tech Tree changes
o Pile of Gunz no longer requires a Boyz Hut
o Orky Fort add-on no longer requires Da Mek Shop
o Orky Fort add-on now requires either Da Boyz Hut or Pile of Gunz, not both.
o Da Mek Shop now requires either Da Boyz Hut or Pile of Gunz, not both.
o Mega Armored Nobs no longer require a Boyz Hut
• Elite unit caps
o Nobs now have a squad cap of 3
o Looted Tanks now have a squad cap of 2
• Support cap costs
o Increased Looted Tanks support cap from 3 to 5
o Increased War Trukks support cap from 2 to 3
o Increased War Trakks support cap from 2 to 3
Chaos
• New unit: Daemon Prince - The Chaos Lord can upgrade into the Daemon Prince in Tier 3.
o New ability: Daemon Roar - The Daemon Prince breaks the morale of surrounding enemies with a fearsome roar.
• New Ability: Tainted Auspex - Chaos Lord drops a taint, which detects infiltrated units.
• Cultists now detect infiltrated units.
• Sorcerers now detect infiltrated units.
• Chaos Predator damage increased by 25%
• Chaos Marines now have Plasma Weapons (tier 3)
• Reduced the train time of Bloodthirster to 90 seconds.
• Chaos Lord Plasma Pistol penetration to building low increased from 25.5 to 30
• Chaos Missile Turret
o Armor penetration to building low increased from 0 to 25
o Armor penetration to building med increased from 0 to 15
o Armor penetration to building high increased from 0 to 10
• Obliterators no longer requires a Relic
• Standardized Obliterator Damage
o Assault Cannon range increased from 30 to 35
o Lascannon weapon: Min damage from 145.38 to 258, Max damage from 177.69 to 290, Armor piercing against infantry_low up from 20 to 60, Armor piercing against infantry_med up from 20 to 100, Armor piercing against infantry_high up from 20 to 90, Armor piercing against infantry_heavy_med up from 20 to 100, Armor piercing against infantry_heavy_high up from 20 to 91, Armor piercing against vehicle_low up from 29.91 to 43, Armor piercing against vehicle_med up from 22.45 to 32, Armor piercing against vehicle_high up from 10.36 to 14, Armor piercing against monster_med up from 0.00 to 100, Armor piercing against monster_high up from 9.93 to 14, Armor piercing against commander up from 0.00 to 36, Armor piercing against building_low up from 49.14 to 70, Armor piercing against building_med up from 18.35 to 26, Armor piercing against building_high up from 21.80 to 31
o Plasma Twinlinked weapon: Max range up from 30 to 35, Armor piercing against infantry_low up from 21.25 to 45, Armor piercing against infantry_med up from 36 to 78, Armor piercing against infantry_high up from 31.5 to 68, Armor piercing against infantry_heavy_med up from 40.07 to 80, Armor piercing against infantry_heavy_high up from 40.40 to 70, Armor piercing against vehicle_low up from 10.91 to 33, Armor piercing against vehicle_med up from 10.45 to 24, Armor piercing against vehicle_high NO CHANGE, Armor piercing against monster_med up from 40.44 to 80, Armor piercing against monster_high NO CHANGE, Armor piercing against commander up from 25.18 to 27, Armor piercing against building_low up from 15.14 to 53, Armor piercing against building_med up from 18.35 to 20, Armor piercing against building_high up from 0.80 to 25
• Tech tree changes
o The Chaos Armory no longer requires the Chaos Temple.
o The Desecrated Fortress (tier 2) now requires either the Chaos Armor of the Chaos Temple, not both.
o The Machine Pit no longer requires the Sacrificial Circle
o The Unholy Monastery (tier 3) now requires either the Machine Pit or the Sacrificial Circle, not both.
• Elite unit caps
o Obliterators now have a squad cap of 1
o Possessed Marines now have a squad cap of 1
o Predators now have a squad cap of 2
• Support cap cost
o Increased support cap cost of Predators from 3 to 5
o Increased support cap of Defilers from 2 to 3
Eldar
• New unit: Harlequin
o New ability: Harlequinn's Kiss - The Harlequin drives a tube into her victim liquefying his innards killing the target instantly. The boiling blood splatter injures all surrounding units.
o New ability: Dance of Death - Eldar Harlequin jumps from enemy to enemy, knocking them down, displaying acrobatic attacks
• The Guardian Warlock can now detect infiltrated units.
• Reinforced Armor and Enhanced Reinforced Armor
o Increased health effect on Guardians from 15% to 25%
o Increased health effect on Guardian Warlocks from 0% to 25%
o Increased Warp Spider health and morale boost from 25% to 40%
• Seer Council
o Now requires tier 3
o Increased health from 400 to 800
o Increased melee knockdown chance from 10% to 50%
o Increased damage by 25%
o Increased Conceal bonus versus ranged damage from 25% to 50%
o The Seer Council can now detect infiltrated units.
• Reduced cost of Brightlance Platform from 140/105 to 125/75
• Warp Spider
o Increased armor penetration versus infantry heavy high targets from 32 to 38
• Superior Optics
o Increased ranged damage boost of Warp Spiders from 25% to 40%
o Increased melee damage boost of Banshees from 10% to 20%
• Increased Optics effect on Dark Reapers from 25% to 40%
• Webway Gates increase support by 3 (instead of 2)
• Eldar Rangers Infiltration research cost increased from 50/0 to 50/50
• Reduced cost of many Eldar ability researches.
• Eldar D-Cannons no longer deal friendly fire damage
• Eldar Fire Dragons Fusion Gun penetration to building high increased from 6 to 12
• Tech Tree changes
o The Soul Shrine no longer requires the Aspect Portal
• Elite unit caps
o Fire Prisms now have a squad cap of 2
o Warp Spiders now have a squad cap of 3
• Support cap costs
o Increased Wraithlord support cap from 2 to 3
o Increased Falcons support cap from 2 to 3