- Видео 285
- Просмотров 11 670
Unappreciator
Добавлен 21 дек 2023
My most important work, an updating guide to Tacticus Legendary Events:
docs.google.com/document/d/16LT9trfFUPDqhu4XbAbi-a6q3oDLhr8wA17UN36dZBw
The videos here are mainly collected raid replays from the Imperial Navy guild, along with various other odds and sods.
I'll create a playlist for each boss.
I'm going to rank the difficulty of the fights from easy to hard, so people can look at strategies that are most relevant to the boss they are fighting.
Easy: Your characters and summons can all survive perfectly well, you can focus solely on maximizing damage.
Moderate: Boss and its summons/adds can threaten weaker units and provide nuisance distraction to summons
Hard: Boss and its summons/adds are a deadly threat to all or nearly all deployed units.
Summons are very vulnerable or will be permanently distracted without care.
My videos have no flair, no editing and long rambles because I have chronic fatigue and I simply don't have the energy to make them nice. Sorry.
docs.google.com/document/d/16LT9trfFUPDqhu4XbAbi-a6q3oDLhr8wA17UN36dZBw
The videos here are mainly collected raid replays from the Imperial Navy guild, along with various other odds and sods.
I'll create a playlist for each boss.
I'm going to rank the difficulty of the fights from easy to hard, so people can look at strategies that are most relevant to the boss they are fighting.
Easy: Your characters and summons can all survive perfectly well, you can focus solely on maximizing damage.
Moderate: Boss and its summons/adds can threaten weaker units and provide nuisance distraction to summons
Hard: Boss and its summons/adds are a deadly threat to all or nearly all deployed units.
Summons are very vulnerable or will be permanently distracted without care.
My videos have no flair, no editing and long rambles because I have chronic fatigue and I simply don't have the energy to make them nice. Sorry.
Видео
Magnus L4 Map 1. Admechs. 390k damage.
Просмотров 432 часа назад
Magnus L4 Map 1. Admechs. 390k damage.
Avatar L3 Map 4 - Right Spawn. Admechs, Aleph, Sho'syl. Biovore.
Просмотров 7921 час назад
Avatar L3 Map 4 - Right Spawn. Admechs, Aleph, Sho'syl. Biovore.
Avatar L3 Map 4 - Left Spawn. Admechs, Aleph, Sho'syl. Biovore.
Просмотров 5321 час назад
Avatar L3 Map 4 - Left Spawn. Admechs, Aleph, Sho'syl. Biovore.
Avatar L3 Map 4 - Right Spawn. Admechs, Aleph, Sho'syl. Biovore.
Просмотров 2921 час назад
Avatar L3 Map 4 - Right Spawn. Admechs, Aleph, Sho'syl. Biovore.
Tacticus - Mechanical Raid Team Guide Part 8 - Nauseous Rotbone (Map 2)
Просмотров 5314 дней назад
Tacticus - Mechanical Raid Team Guide Part 8 - Nauseous Rotbone (Map 2)
Mortarion L5 Map 5. Admechs, Aleph, Eldryon, Biovore.
Просмотров 14421 день назад
Mortarion L5 Map 5. Admechs, Aleph, Eldryon, Biovore.
Necron Survival 63k Point Run
Просмотров 7221 день назад
So, my idea of getting multiple resurrections with Isabella didn't pan out (it just doesn't work mechanically speaking) - Yarrick and Thad are both still good to have until the legendary waves hit. I prefer them and Vindicta over Rho, so I bring Rho in later on once I can make use of his D3 stats. Not much to say here, this event is quite the pain and I really don't think you can last longer th...
Magnus L3 Map 3. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Просмотров 6721 день назад
Magnus L3 Map 3. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Magnus L3 Map 3. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Просмотров 7821 день назад
Magnus L3 Map 3. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Avatar L2 Map 4 Left Spawn. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Просмотров 19121 день назад
Avatar L2 Map 4 Left Spawn. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Avatar L2 Map 4 Right Spawn. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Просмотров 11321 день назад
Avatar L2 Map 4 Right Spawn. Actus, Aleph, Exitor, Sho'syl, Tan. Biovore.
Avatar L5 Map 2. Actus, Aleph, Exitor, Re'vas, Tan. Biovore.
Просмотров 6928 дней назад
Avatar L5 Map 2. Actus, Aleph, Exitor, Re'vas, Tan. Biovore.
Tacticus - Mechanical Raid Team Guide Part 10. Avatar of Khaine - Initial Setup
Просмотров 9128 дней назад
Tacticus - Mechanical Raid Team Guide Part 10. Avatar of Khaine - Initial Setup
Tacticus - Mechanical Raid Team Guide Part 10 - Avatar - General Battle Discussion
Просмотров 7028 дней назад
Tacticus - Mechanical Raid Team Guide Part 10 - Avatar - General Battle Discussion
Tacticus - Mechanical Raid Team Guide Part 10 - Avatar - Battle Talkthrough
Просмотров 10328 дней назад
Tacticus - Mechanical Raid Team Guide Part 10 - Avatar - Battle Talkthrough
Rogal Dorn L2 Map 3. Actus, Eldryon, Exitor, Sho'syl, Tan. Biovore.
Просмотров 122Месяц назад
Rogal Dorn L2 Map 3. Actus, Eldryon, Exitor, Sho'syl, Tan. Biovore.
Avatar L5 Map 2. Actus, Aleph, Exitor, Re'vas, Tan. Biovore.
Просмотров 74Месяц назад
Avatar L5 Map 2. Actus, Aleph, Exitor, Re'vas, Tan. Biovore.
Szarekh L5 Map 4. Actus, Eldryon, Exitor, Sho'syl, Tan. Biovore.
Просмотров 67Месяц назад
Szarekh L5 Map 4. Actus, Eldryon, Exitor, Sho'syl, Tan. Biovore.
Screamer-Killer L2 Map 4. Actus, Eldryon, Exitor, Sho'syl, Tan. Forgefiend.
Просмотров 29Месяц назад
Screamer-Killer L2 Map 4. Actus, Eldryon, Exitor, Sho'syl, Tan. Forgefiend.
My Thoughts on and Recommendations for the Tan Gi'da Survival Event
Просмотров 109Месяц назад
My Thoughts on and Recommendations for the Tan Gi'da Survival Event
Screamer-Killer L3 Map 3. Right Spawn. Actus, Eldryon, Exitor, Sho'syl, Tan. Forgefiend.
Просмотров 74Месяц назад
Screamer-Killer L3 Map 3. Right Spawn. Actus, Eldryon, Exitor, Sho'syl, Tan. Forgefiend.
Screamer-Killer L3 Map 3. Left Spawn. Actus, Eldryon, Exitor, Sho'syl, Tan. Forgefiend.
Просмотров 33Месяц назад
Screamer-Killer L3 Map 3. Left Spawn. Actus, Eldryon, Exitor, Sho'syl, Tan. Forgefiend.
Patermine LRE - Gamma - Battle 10 - Piercing, No Overwatch, No F. Vengeance
Просмотров 13Месяц назад
Patermine LRE - Gamma - Battle 10 - Piercing, No Overwatch, No F. Vengeance
Patermine LRE - Alpha - Battle 12 - Physical
Просмотров 11Месяц назад
Patermine LRE - Alpha - Battle 12 - Physical
Patermine LRE - Alpha - Battle 11 - Physical
Просмотров 6Месяц назад
Patermine LRE - Alpha - Battle 11 - Physical
Patermine LRE - Gamma Track - Battle 10 - Min 4 Hits, No Overwatch, No F. Vengeance
Просмотров 6Месяц назад
Patermine LRE - Gamma Track - Battle 10 - Min 4 Hits, No Overwatch, No F. Vengeance
Tacticus - Mechanical Raid Team Guide Part 9 - Tervigon
Просмотров 92Месяц назад
Tacticus - Mechanical Raid Team Guide Part 9 - Tervigon
Amazing play bro! Very good moves
Replay from Falx for future reference. Boss summon RNG in this fight can mess you up if they start in the top left corner, but this arrangement works nicely in all other circumstance on this map. Wheeling Rho back round South of the boss and blocking him in with Sho in the third round definitely could be improved on - getting Rho into the top left corner allows him to block spawns and not get pushed back, and you could keep Sho at range 3 so his drone deploys at range 4 and doesn't get hit by the Wrath of Khaine Unleashed. Also, in the final round there was an opportunity to get Tan to trigger 5 summons on his independent attack rather than just 4, but that's very minor.
New starting arrangement against Magnus on this map. Averaging roughly 300k damage per battle over 3 battles so far despite ballsing up one of my attacks to a certain extent. The far right hand Rubric marine is not attacked to ensure it blocks Magnus from moving far out from his starting area to make it easier to box him in later. I prefer to not deploy Aleph's ability in the first turn now as it leads to too many loose variables with Scarab RNG. One especially annoying thing about having scarabs running rampant early is that if a Terminator is uninjured, there comes a point where they prefer to target Magnus over his adds if he has lost a significant chunk of health, which can unintentionally trigger Rho and screw up your attack by attracting the Gaze of Magnus onto him way too early. Saving it for the second turn means you get very little variation in scenarios in the first couple of rounds and that Magnus should be pretty easy to get next to high ground. Also, you keep the high piercing of the active to deal a decent chunk of damage to the Terminator. I think there is still room for refinement in killing the Terminators as you want them alive into the third round to keep the scarabs from hogging high ground. Quite a lucky run, but backing Magnus into a corner stacks the deck in your favour.
Learning so much from this channel. Keep it up.
Top stuff, still got plenty of useless information to share!
Great vid. Wish I hadn’t been afk during the Mechanicum release, slowly catching up but this is amazing
Don't be too upset, they were way too overpowered on release and are slowly being reined in in various ways. Bosses now are designed with a Rho team in mind and though you can make them work, it is often tough - such as in fights like this.
Unbelievably detailed. Such good guides. Much appreciated.
Thank you, your videos are always really helpful !
I thought this replay was worth sharing as it gives a good example of the benefit of firing spore mines into the top left hand corner; they block the spawn point for two turns rather than just one. This allowed me to stop any boss summons from spawning at all in the last couple of rounds and really keep my own summons focused on mobbing the boss, giving Rho lots of extra hits and Tan lots of friendly units to trigger with Conqueror mode. I may have been better off using Rho's active in the penultimate round here, and I may do so in a similar situation in the future to see what difference it makes.
Bad Scarab and boss summon RNG cost me a lot of my swarms here, I think in future I may move Aleph to the South of the Warlock and deploy her active, giving the Warlock a more favourable (to me) route to move out via. The spore mine I spawned in the first round is redundant anyway, so perhaps I could bait the Warlock into moving South with a mine and give the scarabs a bit more of a chance to survive the Wrath of Khaine Unleashed. Aside from that, I think the underlying strategy here is fairly sound.
Doesn't play too differently to the L2 Avatar, though the toughness of the Warlocks demands a different opening strategy. Skitarii have a fair chance of being one-shotted by The Wailing Doom Sweeps so I don't worry too much about keeping them alive and spawning the maximum number - I'll pivot toward triggering Sniper Drones and scarabs with Tan if necessary. A couple of misclicks may have cost me, such as making Aleph heal herself instead of an adjacent Skitarius and moving Sho adjacent to Tan in the final round, but nothing too Earth-shattering.
Incredible
@@bjornefellhanded9708 Thanks!
Amazing dude as always
Great title, dipshit - yeah, I know. Grandpa's too tired and cranky to figure this one out. I adapted the opening setup from a guildmate (sort of) who nicked it from someone else but I think it deserves to be shown nonetheless as it gets Szarekh into a position where you can really shut down his summoning nicely. The spore mines used for baiting are somewhat vulnerable to Deathmarks, as was my sniper drone, but I lucked out with it not being critted - something to be wary of. One thing that works nicely here is using Tan's Conqueror mode to manipulate Sho'syl into spawning sniper drones next to him, neat little trick that works for me.
i love you man, muuuuuchas gracias!!
@@gastonaubry1855 You're welcome!
Amazing hit
thanks soo much, the omnissiah bless you always
The ability to reach across the map and kill stragglers and corner campers looks clutch. Wish I had Thaddeus. I topped out at 27,000. Great run by you.
@@bjornefellhanded9708 Thad works very well and I wouldn't like to try this fight without him, I have swapped Yarrick out for Bellator and his summons - you're probably already using them but they are great with the active refreshes.
Great stuff! If only my stupid Eldry stopped dying even being d3 😂
Morty takes no prisoners at this level, definitely a butt clencher of a fight
@ a true butt clencher, well sain. Probably Eldry needs a leg shield item?
@@stevestevens1457 A well-upgraded epic one will do fine as well.
@ I got a lege recently, so might try it as well. Thanks for the advice!
I have Eldryon D3 5 stars and he stills dies about 50% of fights. I need to block one of morty's strike in order to survive. Probably at blue star he can resist more.
With the way this attack goes, the first three turns are very predictable but then Scarab replication and the question of Eldy surviving two melee strikes (D3 stats are essentially the minimum requirement for this) come into play. This was my first attempt at this particular map so I'm sure there are improvements to be made. I could have used Rho's active later, but I was worried that Eldy would be killed in the fourth turn so I just hedged my bets a little there.
Excellent run with some great plays, GG!
Thanks, it's silent so you don't hear my swearing every time a Necron revives
Hey, when the boss uses The Wrath of Khaine Unleashed, most of your units are not knocked back (I see only Actus and A0 getting pushed), how do you manage to do that?
The knockback only works if there is an empty hex behind the target for it to be pushed into. Rho and Tan had Skitarii and a drone on a healing hex behind them, so as long as those summons are able to survive the ability damage they will prevent knock back. Survival is imperative otherwise the hex the dead unit was on will count as being unoccupied and allow knockback into it. Never rely on scarabs or spore mines to prevent it unless they are on a healing hex, basically.
@Unappreciator bro huge thanks for the complete answer, this was a great explanation! Will keep it in mind!
This was such a great video and I thank you for these!
I'm glad you liked it, I try not to upload too many replays but this boss season has a lot of interesting fights
The starting setup for my team gets my full seal of approval, it got me the high ground for Rho on 4/5 attempts, the only exception being Rho getting teleported off of the high ground and trapped in a corner. I'm fine with Rho attacking Magnus with four rounds to go as he can survive taking two hits from the Gaze of Magnus - as long as Aleph has healed him sufficiently beforehand, as was the case here. I think it's best to avoid using Sho's active in the first turn as if the Gaze hits him in the second turn, Sho's drone may take the hit and die as seen here - you don't want your mechanical summons getting killed off
Quite a few attacks have been made in the guild in this starting arrangement and it seems to be pretty good for opening up attacks on Magnus from the high ground one way or another, though the route to get there can be quite fraught and requires good control of boss movement. I made sure to leave the enemy terminators with plenty of health to ensure that my Scarab swarms wouldn't attack Magnus too soon and hog the high ground before Rho could get there.
Whit spore you can cancel de resurrection from the scarab🥸
The idea was actually to keep the terminator alive so that if the swarm replicated and blocked the other terminator in, the new swarm might fly over and attack it rather than hog the high ground next to Magnus. But Rho critted so the second terminator died anyway...
Great replay!
Opening setup of characters and summons means that Magnus can either simply stay still or move adjacent to high ground which Rho can then exploit. Moving Aleph into position to heal Rho a little earlier as well as preventing Magnus from being able to block off and isolate Rho may be possible and could help Rho potentially survive two consecutive hits from the Gaze of Magnus. An extra turn of attacks from Rho could get some pretty high damage numbers, though there is the obvious caveat of RNG here. Credit to Falx for the replay.
The level of the boss relative to my characters and summons makes it easy to body block without too much worry. Keeping a shell of summons around Tan and not moving him too far from them at any point is important to make sure that he is able to get plenty of summon activations with conqueror mode even when the boss lays down fire everywhere and makes the map a pain to traverse. I may have been able to position Rho better for this fight because I was hedging my bets by making sure that he'd still be able to hit the boss regardless of whether it moved or not - didn't have time to predict whether it would. Rho's active is used in the third-to-last round as I am able to prevent enemy summons from spawning in the penultimate round, so I know my summons will be purely focused on attacking the boss, which means many procs of Rho's passive.
I'd like to try out Anuphet instead of Sho'syl but he's still too weak - Sho does a pretty good job anyway. Getting the boss positioned as I did and moving Rho into the top left corner of the map stops Guardians from spawning there and makes them easier to control. I should have baited the second Wailing Doom Strikes SE instead of S by moving Sho'syl appropriately, as that way Sho would have been free to shoot in the following turn and also I would probably have only lost a single summon rather than two Scarab swarms.
Incredible attention to detail and analytics. Bloody hell . Nice one. Am a beginner, bringing a haphazard mech team online and this breakdown of mechanics has been hugely useful. Thank you.
@@bjornefellhanded9708 Happy to help! Figuring out a lot of this for yourself takes a long time - it has for me at least, and even then there is plenty I'm not certain of. I hope what I do gives a good base to start from at least.
Good learning tool with this breakdown. Nice one and thank you.
A couple of major mistakes were made by me here. First up was thinking that I could use the Biovore's active in the penultimate round to surround the boss with wea mines and distract it from killing Rho; I forgot that if there are 3+ mines on the map, you can't spawn any more with the active. I ended up having to get Re'vas hit by the Wailing Doom Strikes so that she was heavily injured to the point where the boss killed her instead of Rho. My other mistake was just me being a dumbass and nearly getting Actus killed in the penultimate round for no good reason - easily could have kept him out of the way.
*WARNING* I appreciate that the total length of my videos on this boss is very long, and if you were to watch just one of them then I recommend you watch my battle talkthrough video rather than this one, thought the look at the boss's stats and abilities at the start of this video may be quite useful. If you want a deeper look into the many factors to consider when placing your characters during your first turn, as well as a look at the quirks of some of the boss's moves, then this will contain some pertinent information.
*WARNING* I appreciate that the total length of my videos on this boss is very long, and if you were to watch just one of them then I recommend you watch my battle talkthrough video rather than this one. If you want a deeper look into the background of the battle as a whole, excluding your initial setup, then this will contain some pertinent information.
In the video, I direct the viewer to watch my videos on the Preliminaries of fighting this boss, but I think this stands well enough on its own that you really don't need to unless you want examinations that go into extreme detail. They exist for the sake of completeness, but hopefully this is more than enough to do by itself. If you want examples of how to bait the boss next to high ground, check out my videos in my Avatar of Khaine playlist on this channel
Well done ! You have better results with Sho rather than Aethana ?
I did previously use Aethana against this boss but scored about 100k less per run with her. Granted she's only G1 but I don't think that makes a huge amount of difference compared to if she was maxed out. More mechanical hits > 10 percentage point higher crit. I'm sure there are still improvements that could be made.
@@Unappreciator Indeed, that's a massive improvement. I wanted to try Anuphet instead of Aethana when I unlock him, but never though of using Sho. I'll give it a try.
Really looking forward to this event and you’ve gave some great insights as always I’ll be looking out for your runs on this event. Tan is definitely top 3 character in the game so getting tan shards will benefit everyone
My Skitarii killing the guardians in two attacks with a 50% chance to make the second flee means this is a very RNG-laden strategy. Nevertheless, I at least was able to close the Avatar down and keep it adjacent to the high ground in almost every one of my attacks, the only difference being how many summons I had to play with after all its AoE attacks. I definitely would not recommend an Admech team against this level of Avatar, but it can be brute forced to work at least somewhat with D2/3 characters. Your Skitarii will almost certainly die from the boss's abilities regardless of their level. Blocking Guardians from spawning in the final round with Re'vas helped to improve my result over previous runs, as often they will distract most of your summons, especially if your Scarab swarms have been reduced to 1/2 members each and deal hugely reduced damage.
Cheers Unapp - I’ll get Abraxas passive up to 35 and Toth passive raised - looks doable with that a a bit of RNG
Nope 35/35 isn’t cutting it - there’s a level where the pink horror survives and creates the space/damage - the RNG for the Aeldari blocks is annoying - still know what I have to do - up Abraxas and his passive/active - shard grinding again
I pass with gold one abrazas and yazhagor bronce one an the other bronce 3, but this part i can not win with the three alive
@@XxyjmaxX If you did want to get three stars, I definitely wouldn't recommend upgrading Toth as much as I have - he is a very disappointing character. Abraxas and Yaz are fine at least.
Very nice man. This map was the first difficult one for me in the campaign and I have a G2 Abraxas and an S2 Yaz.
@@MidnightHozz I do enjoy it when they let you think you'll be able to get through the whole campaign without any three-man missions - this was a bit of a song and dance. I didn't include the replay where I lost all my characters thanks to the damned Wraithguard passive!
Thanks a lot - your method worked for me on my first try!
Deathmarks distracting my summons are the biggest killers of damage output against Szarekh, so I position my team aggressively at the start to put them in the best position to easily take out Deathmarks if Szarekh summons them as his first move. I reduce his second summoning action down to a single Deathmark by blocking off the majority of the spawn points with characters and summons, which really minimises the impact the summon ability has on my team.
Thanks i do 520k with some of this ideas : )
Agreed
My problem with Titus and his passive, which seems tailor made (and indeed was) for this event, is that the health boost upon revival is inadequate and more often than not the next enemy just kills him again on the same turn and that’s all for him.
I did have to tactically let him die in the first survival event, it was manageable early on but once things got heavy it was pretty useless. I think it's one of those things that's good with investment but you just don't want to invest in the character for many other reasons.
She also rezs 2 summons each active u could like suicide bellator turn 3 or Celestine and really make hay.
I wouldn't really want to revive low-level summons because of how they don't scale up as the rarity cap increases. I presume active abilities don't get refreshed upon resurrection so I'd rather save Bellator's active for later on in the battle.
@Unappreciator yeah might take a couple runs to find the optimal strategy, should be fun.
Tough level - even with a revive on Maladus , Kharns passive looks very useful - nice turtling position
Don't bother watching this, all I do is blast through using overlevelled characters without an iota of thought given to what I'm doing. This video is purely serving as a record of what I've done. If there's one useful takeaway from this, it's that Tan and Actus are really bloody powerful in LREs
Big points scorer - thx for replay