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A great game about diving deep into the earth, mining precious minerals, gathering rare flora and fauna and fighting off unending waves of ravenous toothy bugs.

The gameplay is engaging and the community is generally pretty great. Even if you want to play solo the game supports this by providing you with a robot helper.
Skrevet: 2. december 2021.
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The Adeptus Mechanicus have risen from the ashes of the ruin of Gladius, armed with the finest technology and a mechanical dogma to claim the planet and its secrets in the name of the Omnissiah.

The AdMech are a very industrious faction, relying on monolithic factories crammed tightly into their cities to churn out legions of cybernetic warriors and war machines of ancient designs. Their units have relatively low health pools but they have a lot of damage reduction, balancing them out somewhat and with many units capable of making field repairs they're quite a durable with a devastating array of weapons on all of their units.
The canticle and doctrina abilities are pretty underwhelming for the most part but add an extra boost to allow the AdMech to dish out powerful alphastrikes every few turns.

With their reliance on their monolithic infrastructure requiring stacking of copies of buildings on tiles to really get their economy going and their slower research rate compared to other factions the AdMech are somewhat vulnerable in the early game but acquire a very strong power spike that can carry them to victory or the late game in the mid-game as they reach a critical mass of established infrastructure and unlock some of their more powerful mechanical monstrosities.
Skrevet: 27. november 2021.
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A general improvement to what made Darksiders 1 fun and smoothing out some of the rough edges of its predecessor with slick brawly combat and a range of clever environmental puzzles.
The game can drag on in a few places but still a generally good time, even if the diablo-like loot drops and stat-stick equipment system is a bit strange.
Skrevet: 21. oktober 2021. Sidst redigeret: 21. oktober 2021.
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A clunky but fun god-of-war style action brawler with environmental puzzles and exploration, takes a bit to get into the rhythm of the game but once you do combat can be over all pretty satisfying with a few exceptions.
Skrevet: 21. oktober 2021.
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71.6 timer registreret i alt (44.8 timer, da anmeldelsen blev skrevet)
Suffer and succeed
Skrevet: 18. august 2021.
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A personal favorite faction, the Craftworld Aeldari emerge from the dormant Webway Gates of Gladius with terrifying speed and precision. Needing to build their cities on the ancient and fragile Webway Gates the Aeldari very fittingly face a race against time to secure the space they need to expand and mobilize. Unlike other factions the distances between their cities are of little consequence as ALL of their uits are abile to pass through the webway gates that they activate to any other webway gate on the map for an influence cost, allowing them to bring entire armies to bear anywhere where a webway gate is active.
With a roster of glass cannon Aspect Warriors and powerful vehicles and war walkers, armed with devastating and arcane technology the Aeldari march to war to reclaim one of their ancient and war-torn maiden world.
Skrevet: 16. juni 2021.
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Chaos land raider, its the Land Raider but spiky and with missiles instead of meltas. This unit is honestly more useful for Chaos Space Marines than it is for SPace Marines since they don't have orbital drop pods, but the Chaos Marines also have Rhinos (RHINOS!!) so they were kind of already covered in the METAL BAWKSES department. Just a more durable and offensive option I guess.
Edit: I slept a bit on the Land Raider, not taking into account the fact it has one very powerful trait: Assault Transport. The Land Raider is an Assault Transport (both the Traitor & Loyalist versions) which means that units inside the transport don't consume their movement points by disembarking, allowing them to charge to the full extent of their movement capacity. This allows the heavy infantry (Obliterators, Centurians or Terminators) hidden inside the limited cargo capacity of the Land Raider to storm deep into any gaps the Land Raider's guns can open up and wreak maximum havoc.


The Chimera is an interesting transport not only because its the only amphibious non-skimmer unit but also because it has secondary weapons that only activate as long as there's someone loaded into it. On top of that it has the ability to emit the leadership auras of the Commissar while he's loaded inside of it, making it a decent little safety-bus for your angry man with a big hat. An early game transport is nice to have for shipping your dudes around as quickly as possible but the Chimera doesn't really shine unless there's water breaking up the geometry of the map, giving you a semi-unique edge on such maps.


The Flayed Ones are something of a Necron fan favourite, or at least so I've gathered. I personally prefer Canoptek Wraiths for the role of stealthy melee murder boys but the Necrons do well enough with this addition as a cheap tier one option to deal with their complete lack of melee infantry prior to the Triarch Praetorians. While I'm not certain they're worth the cost of needing to be researched, Flayed Ones make themselves useful on densely ruined or forested maps against sheltered infantry units, sneaking up on them and tearing them to pieces in CQB, unscathed with their ability to ignore overwatch attacks.


The Razorback. Space Marine players have been wanting a low tier transport unit since the traitors got to call dibs on the Rhino with their launch roster to help with their general lack of mobility prior to drop pods, land raider and thunderhawk tiers of technology. Something of a monkey's paw the Razorback is TECHNICALLY a transport but only sports a whopping 2 slots and an anti-infantry turret. The upside to the Razorback is that it is very fast, able to travel over open terrain much, much faster than the infantry that it carries and faster than most other vehicles available to the Space Marines. The best use I've found for the Razorback is to transport the fragile Devastator Squad to the front lines to join a siege.


The Scythed Hierodule is a much needed super heavy for the Tyranids. Terrifyingly fast and uncompromising in its ability to blender anything in its path the Hierodule rounds off the Tyranid's lategame roster as a game-ender, able to close the gap and tear apart armies with astonishing ease.


The Tidewall Gunrig is a unit that looks like it fits in more with the Fortifications Pack but that came out before the Tau were released so here it is now. A mobile, hovering fortification with a single railgun, the Gunrig is a surprisingly useful addition to the Tau arsenal, lacking a reliable, long-range anti-armour option in the early game the Gunrig very neatly fills that niche for the boys in blue, able to be deployed anywhere from their versatile Builder Drones it provides long-range siege and fire support and shelter for their fragile troops, also functioning as a transport with an impressive 4 transport slots and requiring an infantry unit to be loaded to be able to move.
Edit: The Gunrig has been nerfed int he tech tree so its no longer an early game unlock, on the same tier as the Hammerhead which it shares a main gun with. Its still very good with the abiltiy for builder drones to deploy them in a pinch and functioning as a transport as well as a siege platform.


Warbikers effectively fill the same role as the Warbuggies but do it better. Speedy and mobile scout units with a relatively strong melee and short range machine-gun attack they effectively replace the little bug-bikes with the sole downside of needing to be researched while the Warbuggy comes with the vehicle structure by default. While being much more fragile than Warbuggies they're much faster and deal more damage, generally the deciding factor for hit-and-run units.
Skrevet: 16. juni 2021. Sidst redigeret: 4. juni 2022.
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Everyone's favourite blue anime protagonists.
The Tau bring firepower, battlesuits speedy hovercraft and some twists on city construction that keep them unique from the other factions. A fast and hard hitting faction with impressive ranged superiority.
Skrevet: 16. juni 2021.
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Of all the unit packs I'd say this one is the most optional. Almost all of the units added are very niche, especially the titular fortifications.

The Void Shield Generator is a structure that deploys a ranged damage reduction field in a two tile AoE around it. This can give an impressive amount of survivability to your armies, especially your infantry, allowing them to bunker down in the face of ranged attacks, especially blast attacks that would normally devastate them. The catch with the Generator is that it is totally indiscriminate with who it provides its protection to. If any enemies move into range of the void shield generator they will also benefit from the protective field. In the event of your enemies taking the space around the generator, either disbanding or disabling the field is the best course of action.


The Gauss Pylon is really cool, ever since I played Ultimate Apocalypse for Dawn of War Soulstorm I was enamoured with this colossal turret of death. Unfortunately it is easily the single most niche unit in this whole pack. As a tier 10 research option you're not going to be able to deploy a Gauss Pylon until the very end of the game, and honestly if you find yourself needing to, something has gone wrong in your campaign. The Gauss Pylon is deployed by the Necron's Headquarters structure within a 5 tile range, meaning it is a purely defensive structure and is very difficult to deploy in a location where you're likely to be fighting unless you're well on the backfoot. Unlike Ultimate Apocalypse the Gauss Pylon cannot be redeployed once it's been created, so once its been placed its stuck there as a very, very intimidating guard post.
On the upside, on the off-chance that any vehicles do come in range of the Pylon they're going to have a very very bad day.


The Noctolith crown is an odd fortification. It has a sort of 'jack of all trades, master of none' role. It provides a 33% invulnerability status to all allied units adjacent to it, making any forces posted around it will be very sturdy, especially considering how durable many Chaos units already are. This usually makes the Crown itself more of a target than the units around it as the structure is not all that sturdy itself. The Noctolith Crown also comes with a 2 range lightning attack that does light damage to an enemy each turn, not a whole lot but not something to entirely write off. The most niche feature of the Crown is that any enemy psykers in a 3 tile range of the structure take a 10% hit to their health every turn. The number of units that you can actually apply this to is few and far between but its a neat idea.
Honestly the best feature of the noctolith crown is just erecting big, spiky, gaping holes into the Warp which just looks cool. The next best is erecting them next to your long-range infantry during a siege.


The Aquilla Macro Cannon is by far the most useful of the fortification units. Even though its a tier 10 research like the Gauss Pylon, unlike the Gauss Pylon it can be deployed anywhere on the map thanks to the Space Marines' Orbital Operations mechanic. Anywhere that you're fighting the battle barge can drop one of these big boys behind your back lines (or even in front of them due to the guns impressive health and armor pool) and rain volleys of apocalyptic death on anything within 5 range of the massive gun. As you can drop one of these guns EVERY TURN the only limiting factor to how many you drop onto the field is the 12 requisition upkeep and significant influence cost. The requisition upkeep is easily dealt with by disbanding the guns you no longer need and just dropping them outside of all your enemy's bases. The cannon also comes with a transport slot like the fortress of redemption so your infantry can duck and cover inside of it if things get too hot for them. Make like an Imperial Fist and FORTIFY.


The Orks have the first non-fortification unit of the pack, the Big Mek. I don't play much of Orks but the Big Mek can help beef up your armies while supporting your vehicles. The unit basically functions as a mobile Void Shield Generator, providing a 33% ranged damage reduction to himself and all adjacent units and providing a repair ability to fix up any of your damaged trukz or tankz and even Boss Towers. The unit himself is VERY fragile, with only 6 health but makes up for it with a massive armor rating and his ranged damage reduction. He's almost invulnerable from ranged attacks but armor piercing melee assaults or a witchfire attack will kill him almost instantly.


The second non-fortification unit of the pack belongs to the Tyranids, the Biovore. The Biovore is a powerful anti-infantry artillery unit, a classic glass cannon that will obliterate any high model count unit easily but keel over if something so much as sneezes at them. In addition to their main attack they can also deploy slow moving Spore Mines anywhere within their attack range. The Mines can only move 1 tile per turn and are very very fragile but if they come into contact with any infantry squads they're almost guaranteed to wipe them out. Great for ambushes or devastating infantry squads that don't have overwatch available.
Skrevet: 16. juni 2021.
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The gory crusade of Chaos Undivided comes to Gladius Prime.
Chaos Marines play like a blend of Space Marines & Astra Militarum, having both a roster of powerful demon-infused Chaos Space Marine units and a frontline of fodder chaff units made up of cultists and lesser demons. Topping off the roster are a range of strange demons and a handful of familiar vehicles.
The Chaos roster is eclectic, dare I say chaotic, and while they don't offer as much of a shift in playstyle as the Tyranids do their diverse roster and special blessings and boons from the dark gods make for a fun, unruly army.
Skrevet: 16. juni 2021.
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