Ooo nice spoiler. Will add this comment lol https://docs.google.com/spreadsheets/d/115vT2_ShFUwynHvDl8BnaL3OU6tp_IKFp7SRkH324M8/edit?pli=1#gid=0
I understand Rodeo has their roadmap, but it seems irresponsible to not have cloud save when there is IAP. If I purchase $50 of cards and for whatever reason I have to delete the game, that value and progress is lost.
I don't know if this has been mentioned in the thread, but I've noticed a frustrating bug; enemies attacking in melee continue to attack regardless of AP until either they kill their target or are killed by counters. It's happened to me a few times, most recently (like 2 minutes ago) by a Broodlord in Veteran difficulty, he had 4 AP and the Catalyst ability (can't be crit, heals 30% hp per turn). The Broodlord and my Honour Guard (Ultramarine tier IV assault) attacked and countered about 7 times before my HG died... Is this a known bug or some kind of hidden ability?
Just going through and doing some updates to the spreadsheet now. Let me know if you want any particular level gaps filling. (can confirm the T4 bolter is from A3M2, as Matt said)
As an update (I paused the mission to post this) the game then crashed and upon reloading didn't acknowledge I'd completed the objective so I've had to quit out. Maybe the mission just broke... it was A6M4.
A few questions. @RodeoMatthew Are Grav guns supposed to stack? @Everyone Else What teams are you using to be successful at Heroic? What war gears are you finding most useful and on what marine type/faction? How do I transfer saved games on devices? Is it pretty straightforward? I would appreciate the steps
I'm trying to build an all ultramarine team (gain +5% max health for extra marine & heal all ultramarines for 5% each turn - seem to work well together). It's going pretty well. I'm mostly assault which works okay, but big monsters are causing me problems (counter attacks just slay me). So for big monsters I'm using the +40% damage ability on every marine I can at once and using power attack with plasma pistols. Re: moving saves. You can't yet.
This is how I transfer the saves...it's not super practical but works if you have to do it rarely. It involves physical backups and you need a PC/Mac. Disclaimer: as it involves tampering with your backup, I'm not responsible for anything that could go wrong. I used this method several times already and always worked. Let's say you want to transfer the save from device A to device B. Do an iTunes backup with device A. Download iBackupBot (other more famous programs like iFunBox or iExplorer don't work). With iBackupBot explore the device A backup, find the Deathwatch folder and save somewhere the saves directory. Now backup device B. With iBackupBot do the same as device A, but instead of extracting, import the save into the Deathwatch directory. Now with iTunes restore the device B with the modified backup (you will need to disable Find my Friends before doing so). Voila....you have now the save on device B.
item drop spreadsheet The spreadsheet of what items drop where is looking pretty good now. https://docs.google.com/spreadsheets/d/115vT2_ShFUwynHvDl8BnaL3OU6tp_IKFp7SRkH324M8/edit?pli=1#gid=0
I have almost finished a play through on the lowest difficulty. My marine draws from cards has been one Level III Devastator and about six II vets (including two ultramarine apothecaries). Are these draws normal? Last four draws have been basic tactical marines. I am tempted to wipe the app and start again hoping for better card luck as you seem to get a glut of cards at the start but now it is a slow trickle. I would miss a couple of the marines I have built up but one early IV draw on a restart would be much much more valuable. They really need to implement ways of earning better marines quicker or increasing chances of a good draw if you keep drawing bad cards
Powerfists are a bit gamble, even with the Sigil of Unresting Services. Have you tried flame weapons? I found them much more stable and super effective against large enemies. Spoiler A carefully positioned marine with flamer could do three times normal damage to a large Tyranid! Plus, they come with higher crit chance than other weapons.
Yeah I use flamers as well but I do prefer thematically assault. But I was thinking, if tonight try is unsucceful, to give everyone flamers.... That moment when you oneshot kill a Tyrannid with a powerfist tough....
Wow, looks pretty complete to me. I have been testing whether the T4 looted on Veteran could be found on Heroic as well. Up till no, no exception.
I had always thought it was the other way around. You being the hive mind dreaming about tearing apart power suits.
My squad Lickzy: Here's what I'm running with at the moment, about halfway through Heroic: Like inuse78, I run an all Ultramarine team. For whatever reason, the RNG drop on packs heavily favored the Ultramarines from the beginning. My codex says I have 17/24 Ultramarines (which includes Ultramarine exclusive items along with characters) compared to only 9/23 Space Wolves and 9/24 Blood Angels. I run two Level III Devastators, a Level III Tactical Marine, a Level IV Tactical Marine, and a Level IV assault that I'm only now beginning to level up (the rest are fully leveled except for one open slot on the Level III tactical marine. Passive Abilities I find the most useful, in order of importance: 1) The 5% added to health and accuracy for every Ultramarine in the squad. All of my Ultramarines outside of the Level IV Tactical marine have this trait, for an added 20% modifier. I thought about replacing him with another Ultramarine with the trait for a 25% max, but I like his combination of 40% damage -10% one turn every 3 turns modifier, his damage resistance, plus passive self healing at 5% per turn too much. And he still fires at all enemy units once every 5 turns, plus he has a permanent additional 1AP. Accuracy is such a crucial stat in this game, especially as you get end game weaponry. The level IV bolt pistols are base 25% to hit, with many other level IV's at 30-35%. Plus, there are plenty of enemies that knock your accuracy by 10% if you're within 6 tiles. Hitting an enemy, especially once you get it down to low health, can be the difference between surviving the encounter and not. 2) The added 1AP for every 2 soldiers around you. Every Ultramarine other than the Level IV Tactical marine has this passive trait, and he has the permanent 1AP. Because numbers are rounded up for this stat, if an ultramarine with this trait has a soldier anywhere on the 8 boxes surrounding him on a map, he gets 5AP the next round. There's nothing extra achieved with 2 soldiers in that area, but if there are 3, then the next round the soldier gets 6AP. This is an absolute difference maker. It allows you more shots, a larger roaming area to either find cover, get away from surprises, cross the map to help a friend in trouble, advance to the front to be the primary target for the enemy the next turn, recover from fat finger mistakes, and in the last mission, to get so far ahead of the impending doom that it gives you flexibility in how you handle some of the difficult encounters there. Edit - I wanted to add here that a base formation is the box with the 4 ultramarines with the 1AP per two soldiers adjacent to them. This gives all 4 6AP. There are other ways to configure, especially with the 5th marine (who has a perma 5AP, but not the additional 1AP per 2 adjacent ability), but the box is oftentimes my default. 3) The 30% chance that attacks cost 0AP on overwatch. On some of the tower defense type missions, this can really save your bacon. With the 6AP, which often means 5 shots on overwatch, plus the 30%, I've had guys get off 7 shots in a single overwatch. 4) The 5% healing to any adjacent marine, which is specific to the Level III tactical marine and the Level IV assault (once I unlock it). 5) A last one I mentioned briefly already. The level IV tactical marine has a passive 30% damage reducer for melee, plus an additional 15% damage reducer on any kind of attack. He also has a once ever 4 turn 90% damage reducer on any attack, which I'll get to in a moment. I also have a piece of level IV wargear (which I'll get to) which gives a 25% damage reduction. Often if I'm in a pickle, I'll just run this guy out in front of everyone to soak up the damage. The active Traits I find most useful: 1) 90% damage reduction. I have 3 of the 5 soldiers with this ability, which can be used once every 4 turns. This is game changing. Basically I just rotate my soldiers to the front (to the extent I can) who have this ability active to soak up damage. Two of them are the devastators, which outclass everyone else by a long shot in terms of damage per turn. There are obvious limitations, most especially scenarios involving multiple fronts, but it's extraordinarily helpful. Essential, really, for me at least. 2) 100% accurate shot. Again, this is on the two devastators. I have both of them equipped with plasmas. In a formation where both of them have 6AP, I use the secondary fire mode against the huge hit point monsters. Which is fine, except sometimes they miss, which can make or break things, especially when you've stacked damage modifiers and critical hit modifiers, only to watch the shot go askew. 3) Glory of Guilliman 40% increase to damage, -10% to accuracy, once every 3 turns I don't know whether this stacks or not, but I assume it doesn't. I now have 3 ultramarines with this ability, although I haven't unlocked one of them, yet. This will basically allow me to have this on all the time. 4) Free Fire - once every 5 turns allows marine to fire at all enemies in range While a terrific ability, I've found it's at least mildly random in its use. I've seen a marine hit targets outside his range, and I've seen them not even fire at targets within range, although neither instance is extremely common. But it happens. Don't know why. While it's great against the tower defense type swarms, I've found I use it just as often simply to save an additional AP even when there's only one target --- so I can put the marine on overwatch, allow him to move an extra field, give him another attack on overwatch, or a combination of all 3. Gear - 1) Purity Seal Level III - Oath of Immortality Grants 100% damage mitigation for one turn per scenario. I have two of them, which I put on the Devastators. They already have the 90% damage mitigation as an ability they can use ever 4 turns, but if I’m desperate while waiting for the cooldown, I’ll activate this. Unfortunately, sometimes I miscalculate the level of threat the marine has that turn, and so get him killed while still saving it for a future emergency. Still, I use them a lot in sticky situations. They have saved multiple scenarios. 2) Purity Seal Level II - Litany of Hate 50% bonus to crit once per scenario for all marines in that turn. I carry two of these. I’ll stack the secondary firing of the plasma, the 6AP the 40% increase in damage ability, and the 100% accurate shot for the worst of the bad guys. There’s no way to get the crit to 100% unless you concentrate on that while leveling up, but I always concentrate on accuracy instead. It’s a bummer when the big shot doesn’t crit, but a lot of times I can one shot a 7000 hit point beast when it does. 3) Level IV Purity seal - Rite of Ultramar exclusive to ultramarines Gives all ultramarines 5% max health healing every turn. Huge. 4) Wargear Level IV impedance field - 25% damage reduction. I put this on the tactical marine with the 30% melee damage reduction, and the additional 15% damage reduction, which gives him a whopping 70% damage reduction on melee every single turn, or a 40% damage reduction on range attacks, regardless of any other damage reduction I can apply. And remember, he also has a 90% damage reduction every 4 turns. 5) Medpack Level III Heals 60% in one turn. I used to have an apothecary on the team who could heal for 50% max health once every 5 turns. He’d carry the medpack since he couldn’t heal himself. I switched him out for the new Level IV assault marine, so now I’m counting on the multiple 5% max health per turn modifiers. I use the medpack in an emergency. Once I get the slots open on the new marine, I’ll likely carry a secondary 40% medpack, too. 6) Grenades I usually carry 4 to 5 grenades, with 2 Level II 450 hp grenades, and 3 Level II 320hp frag grenades (65% damage to adjacent units). I normally don’t use them unless I’ve got myself in a bad spot, and then they can be lifesavers. I also use seals which add to damage for a respective weapon type that marine uses. _________________________________ For weapons, the devastators carry Level III plasma cannons. I’ve tried other weapons. I hate the fact they will overheat at inopportune moments. But their high end damage can’t be beat by any other weapon. When the big guys are getting way up there in hit points, missile launchers/lascannons/heavy bolters/multi meltas aren’t going to cut it. One tactical marine has a flamer. One has the Caith’s Arrow, which has a 7 space range, which is nice. The new assault marine has a powerax (high accuracy+high crit) and a Level IV bolt pistol with 8 range (but 25% accuracy). I’ll switch some of these out some depending on scenario. I’ll probably go with one of the powerful powerfists at some point, but I don’t like getting into melee battles if I can help it because of counterattacks, they cost 2AP, and the assault marine is brand new. I won’t invest in accuracy until everything else is activated, so I have a ways to go. For grinding I use the two bridge scenarios in Act II, Part 1/Part 2. I’ve had back luck with Part 1 (Regroup) glitching out on me, so at this point I always hold my breath until I’m well into the scenario. If it’s going to glitch out, it’s usually within the first 4 turns in my experience. Not sure if any of that is helpful. There’s a level IV devastator I might swap out, and I still might put the Level II apothecary back in the lineup, and there are a few upgrades in gear to be had, but I feel confident I can complete the heroic scenario with what I have right now once I’ve leveled them this last guy up.
I just ran a few trials. Both the wolf guard and his weapon have a chance of reducing enemy AP. When they are combined and each volly hits the large Tyranid 4 times, this is what happens. Hope it helps~
That's impressive. Almost 11k hp in damage and no AP for the Tyranid. Love the name, lol. Do you mind covering all the buffs in your character? I run an all ultramarine outfit, so I'm not familiar with the wolf guard buffs. I would be glad to look it up in the codex if you'd prefer that.