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I was recently trying to finish quests for Astra Militarum - however last mission with flood of Kastelan Robots is sick! I was trying with Leman Russ tanks and Heavy Weapon Squads, but while good old Leman Russ can withstand some hits from Robots, they'redealing rather mediocre damage. Heavy Weapon teams are dying incredibly quickly, even when I'm trying to cover them with tanks. Artillery and Hydra tanks are too weak for them. I'm not even going to mention basic Guardsmen, they're dying fast under fire of those robots.

Any suggestions, what shall I do/use as Astra Militarum to defeat those pesky robots in time limit?
This question / problem has been solved by famboozleimage
I beat the last mission on the impossible difficulty in six turns and here are some tips that may help you.

You want to kill all the hydras first. The kastelan robots don't deal much damage, the hydras are the biggest problem. The hydras can kill guardsmen and heavy weapons teams in one shot. If you see the tech priest you want to kill him quick. He will increase nearby robots damage by 25% using "Awaken the Machine" and can heal the robots.

The kastelan robots have rather high armor, so you need armor penetration to do lots of damage. The best way to do this is with a commissar. The commissar has an ability called "Bring It Down" which will increase the armor penetration of all troops around him. If you level it to 3, it has a 6 armor penetration. It works on any unit you have. If you use it on the Leman Russes with the heavy bolter upgrade they can almost one shot the kastelan robots.

The down side is that the ability has a 3 turn cooldown. So you want to have several commissars to keep the ability up.

It is best to surround your commissar with troops and then use "Bring It Down" so all of them get it for one turn. The commissar also has an accuracy buff to all adjacent troops. At level 3, the accuracy buff increases the damage quite a bit.

In addition, you have to concentrate on units that have armor penetration. Krak grenades on guardsmen work well. The thunderbolt aircraft does a lot of damage and can hide behind one tile of forest or imperial ruins to attack without getting hit. The baneblade does a lot of damage if you fully research it.

You can also temporarily increase the damage of your tanks by researching "Awaken the Machine" and bulding tech priests. This increases the damage of tank units by 25% but has to be applied by the priest (last 3 turns).

Another way to deal a lot of damage is with psyckers. The hero psycher does a lot of damage with all of his special attacks. If you can get him to level 6, you can get an ability that can hit two squares away without line of sight that does a ton of damage.

Psyckers from the psycker coven can research an ability that increases the damage against a unit by 50% (forget the name). It does not need line of sight and you can hide the unit behind a tree or imperial ruin to apply it to a robot.

Bullgryns can do decent damage to the kastelan robots once the hydras are dead.

Also, the tank commander hero does a lot of damage and can increase adjacent tank units damage by 30% for one turn.

The best tactic is to surround a commisar with leman russes or baneblades. Use "Bring It Down" and move the leman russes forward and kill all the hydras. You can also hit the hydras from range it you have a LOT of basiliks or you can use psycker heros and thunderbolts from behind forests and imperial ruins to kill the hydras. Then you can move your heavy weapons teams and psyckers forward to kill the kastelan robots. With the hydras gone, you could also bum rush some robots by surrounding a commissar with guardsmen or bullgryns and using "Bring it Down". Krak grenades with "Bring It Down" will probably kill several robots.
Thanks a lot! Surprisingly, I didn't thought about using comissars as some "boost" for this case. Only difficulty is that so far I've noticed that the formation I'm initially "making" is hard to keep due to big amount of robots. But I think that I'll be able to deal with it now.
I am glad I could help!

Here are a couple more tips I thought of:

I find the best formation is using a line of leman russes or baneblades in forest or imperial ruins. You can keep a commissar behind 3 of them and put psyckers or thunderbolts to each side of the commissar behind the forest and ruins. This only allows the tanks to be targeted since the line of sight is blocked by the other units. This usually requires 9 or so leman russes/baneblades and at least 3 commissars.

The more commissars the better, because you can rotate them out.

With the hydras dead, you can move the leman russes off the forest/ruins and put heavy weapons teams there instead. A heavy weapons team with "Bring It Down" can also almost one shot a kastelan robot.

Tanks can tank in the open with a tank commander. The level 6 ability of the tank commander is a smoke screen that reduces ranged damage by 50% for 3 turns to all tanks adjacent to the commander. So in an open area, moving tank commander forward, putting 6 leman russes around him, and hitting smoke screen increases tankiness alot. You can also use the tank commander 30% damage increase to do more damage as well (only one turn though).
I've finished the last quest a couple of days ago. Surprisingly, same Baneblades supporting leman russ tanks made a huge difference. Plus Hunter Killer missiles - it has very long recharging time, but since it's possible to launch it from every vehicle, including sentinels, it turned out to be extremely helpful.

Now I feel like dumb that I didn't figure out on my own such tactics like surrounding comissar with basilisks and(after using "bring it down" skill) firing from safe distance (as support). It would solve my problem with keeping formation around comissar and not risking him for quick death.

On the other hand - it turns out that Gladius has really great variety of methods to deal with enemies.Much more, than I initially thought.
What am I missing? What missions? All I see is new game for the 4X game.
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trusteft: What am I missing? What missions? All I see is new game for the 4X game.
If you didn't turned off "quests" before starting the game (if I remember correctly, they're activated by default), shortly after starting a game you will receive first quest - "message" with short history background and some objectives to complete. They're different depending on the race, but generally first missions are rather easy and almost impossible "not to make", while further became more and more difficult.

At the beginning it's usually something like "build X building, create Y unit" etc, sometimes finding scattered unit or securing some concrete "point" on the map... Later more and more are connected with fighting tougher "neutral" units. For finishing every quest you will receive some price - it can be some additional amount of one of resources, some bonus unit or even constant bonus to some unit/production of one of the buildings.

After fullfilling last quest, you're winning the game.

Disclaimer - sometimes you're not receiving immediately new quest after finishing previous one, you need to wait a couple of turns.
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trusteft: What am I missing? What missions? All I see is new game for the 4X game.
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MartiusR: If you didn't turned off "quests" before starting the game (if I remember correctly, they're activated by default), shortly after starting a game you will receive first quest - "message" with short history background and some objectives to complete. They're different depending on the race, but generally first missions are rather easy and almost impossible "not to make", while further became more and more difficult.

At the beginning it's usually something like "build X building, create Y unit" etc, sometimes finding scattered unit or securing some concrete "point" on the map... Later more and more are connected with fighting tougher "neutral" units. For finishing every quest you will receive some price - it can be some additional amount of one of resources, some bonus unit or even constant bonus to some unit/production of one of the buildings.

After fullfilling last quest, you're winning the game.

Disclaimer - sometimes you're not receiving immediately new quest after finishing previous one, you need to wait a couple of turns.
Ah, I forgot about that option. I did turn it off.
Thank you very much for your reply.

BTW, any idea what "simultaneous turns" is about?
Post edited December 05, 2018 by trusteft
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trusteft: Ah, I forgot about that option. I did turn it off.
Thank you very much for your reply.

BTW, any idea what "simultaneous turns" is about?
No problem :)

Simultanous turns allows every player (no matter if you're playing only with AI or with other players) perform actions in the "same turn" - when there is necessity to make order of actions (so for example you gave your troops order to attack enemy unit, but your enemy gave similar order to his unit to attack yours) first will be performed action which was ordered earlier. This "common" turns ends when all players will click on end turn - then next "common turn" starts etc.

So in theory every move and attack are still made in "turns", but instead of separate turn of player 1, player 2 etc everyone plays in the same turn (and who first gives order, he will have first executed this order).

To be honest, I'm rather a fan of traditional turns, so I've turned off simultanous turns when this possibility appeared after one of patches :P
Post edited December 05, 2018 by MartiusR
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trusteft: Ah, I forgot about that option. I did turn it off.
Thank you very much for your reply.

BTW, any idea what "simultaneous turns" is about?
avatar
MartiusR: No problem :)

Simultanous turns allows every player (no matter if you're playing only with AI or with other players) perform actions in the "same turn" - when there is necessity to make order of actions (so for example you gave your troops order to attack enemy unit, but your enemy gave similar order to his unit to attack yours) first will be performed action which was ordered earlier. This "common" turns ends when all players will click on end turn - then next "common turn" starts etc.

So in theory every move and attack are still made in "turns", but instead of separate turn of player 1, player 2 etc everyone plays in the same turn (and who first gives order, he will have first executed this order).

To be honest, I'm rather a fan of traditional turns, so I've turned off simultanous turns when this possibility appeared after one of patches :P
Oh,
thank you.