finished the Blood Angels DLC. removes most of the units except your faction forcing you to adjust strategy. (Generally DLC adds content, this takes it away?) I actually had great fun learning to use the blood angels units without the aid of the titan and got a deeper appreciation for some of the mechanics i wasn't even using, such as …
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finished the Blood Angels DLC. removes most of the units except your faction forcing you to adjust strategy. (Generally DLC adds content, this takes it away?) I actually had great fun learning to use the blood angels units without the aid of the titan and got a deeper appreciation for some of the mechanics i wasn't even using, such as support infantry. you fight lots of infy here so support squrds are pretty good and there is a lot of urban terrain/hive fighting so your vehciles cant cross, this hive fighting is actually pretty cool as it feels like necromunda and has a nice flavor.
So first off you actually have to work with what you are given a bit instead of spamming titans. second you have to play with the urban terrain a bit. third there is a bit more balance with the slots and points. you are allowed to carry some of the units over but you cant just beef up your army for 30+ rounds like you could in the core game and by end just spawn titans.... I like the urban hive setting too you have armor columns and mobility is hindered a bit to major freeways where road vehicles can go through (and remember 'walkers' can only move where vehicles can!) (this becomes a theme in blood angels and to some extent ultramarines DLC packs.)
my playthrough/tips:
Really good units are the Baal for infy, preds, annhilators with an upgrade to the various landraiders. i used a few dreadnaughts, they have nice melee attacks and are pretty good to have on hand for the eventual gargant. the maps are well made scenarios and seem well thoguht out for what you are working with, i thought these scenario maps were better than the original game. was certainly more fun and challenging (easy) blood angels main weakness is that they dont have any real oomph when it comes to anti armor and the gargant managment is crucial. If you capture lots of points you unlock secret 'secondary' objectives and are awarded with various imperial guard units which sometimes include tanks. you ought to keep these alive! late game i was using the golden melee guards, multimelta support and dreads, thats about all you have to work with for enemy armor, i just didnt like some of the units like AA guns and arty upgrades on tanks just dont work. no tanks are effective against that kinda armor. crazy. (this means a single gargant on the other side of a river or a inaccessible platform like a ledge would destroy your whole army if you cant get to it with those meltas, which have a range of 2) this is a big flaw in the blood angels faction (and ulttramarines too, from what i can tell) while not an issue in the solo campagin, could be exploited in multi i would surmise. just sayin' there's some possible exploits/problems with this. balance and the flow of battle shifts dramatically from some of the scenearios and DLC depending on how the author made the maps and which faction you be fielding. i'm currently in the last act of the ultramarines it's crazy how hard this one is and i hear vulcan's wrath is even harder. so i will just skip it. cause i can't play this ultramarines without cheating. I knew what i was doing in blood angels and had a good time but i dont see the balance here or understand how the F*** one is supposed to camp out and surive some of these onslaughts in 75% of the campaign. it's downright awful really.
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