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Neutral Unit: Poxwalkers
Just a bunch of nurgly zombies running around with wooden mallets. They look a bit silly but it adds some more variety to the increasingly eclectic array of "wildlife" on Gladius Prime. They do little in the way of damage and aren't super tanky but they heal from the majority of what little damage they deal and have a bit of damage reduction. Nothing to write home about, just get the Flamer. The Heavy Flamer.

Adepta Sororitas: Imagifier.
We march to the hymns of the Ecclesiarchy!
The Imagifier is the absolute ideal of what a "Support Unit" can be. The small 3 woman squads are quick to unlock, cheap to build and cheap to maintain. They have little in the way of offence or defence, effectively just being 3 standard battle-sisters but they become absolute linchpins in their own right by having a trio of powerful 1 tile radius support abilities, granting 33% melee damage bonus, 17% Feel no Pain damage reduction & +1 movement respectively. This unit alone gives the previously ailing SoB infantry roster a real power boost, extra mobility, durability and damage granting a roster that used to be quickly made obsolete by the armour divisions available to the Sisters a lot more staying power. The +1 movement ability comes especially in handy for nudging your infantry into position and out of danger as the bonus movement is still applied even if they've already moved. Extra bonus the abilities also apply to the Imagifier.
TL;DR love this unit, a great start for this unit pack!

Adeptus Mechanicus: Kataphron Breacher.
The Kataphron Breacher is the Kataphron Destroyer's little brother. It doesn't hit as hard but is much lower in the tech tiers and much cheaper. Its an early-mid game anti-armour heavy hitter that just adds a little more juice to the Mechanicus "Infantry" Roster. Nothing ground breaking or mind blowing its just a decent unit that has a niche and does it well.

Astra Militarum: Rogal Dorn Battle Tank
The big brother of the Leman Russ (a notion the titular primarch of the more well known tank would take great umbrage with), the Rogal Dorn is bigger, beefier and way more dakkay than the Leman Russ, but appropriately twice as expensive in both upkeep and upfront cost.
It will blast apart infantry with ease and put the hurt on other vehicles and fortifications with the best of them it complements the iron fist of the Imperial Bulwark.
While once again this isn't a game changer for the faction, its just a nice thing to have, smoothing out the progression of tanks from the Leman to the Baneblade with a comfy in-betweener.

Chaos Space Marines: Great Brass Scorpion
The brass scorpion is a personal favourite of the daemon engine roster for me. Its a game-ending super heavy unit designed to dominate the battlefield with multiple independently firing weapons and an improved "stomp" ability that reflects this multitude of spiky legs! Its main weakness is the simple fact that its a tier 10 unit, so takes quite a while to even research and is bleeding expensive to build and maintain.
Just another "nice to have" unit.

Craftworld Aeldari: Dark Reapers
If like me you played Dawn of War you were probably expecting a long range anti-infantry machinegun style unit when you saw these on the roster and you'd be half-right.
These Dark Reapers are outfitted with Missile Launchers rather than the iconic Shuriken Cannons and it gives the Aeldari an infantry niche that they were previously missing. Unlocked at tier 2 they're a great early game fire support unit with very high accuracy and two weapon modes (a higher damage single target mode for sniping characters & monsters and a lower damage variant with an extra attack per model to massacre infantry formations) at a whopping 3 range.
The Dark Reaper makes early game sieges and infantry play much more plausible and powerful, even keeping up the powerful mobility of the Aeldari infantry in their own way, swapping out battle focus for a version of Relentless that lets them fire their heavy weapons at full accuracy even after moving and are fantastic at clearing out forests & ruins thanks to a 33% ranged damage reduction negation.
They manage to not completely replace the Aeldari Rangers however by being significantly more squishy, having no damage reduction of their own and only coming in 3 man squads.
Overall a wonderful addition to the Aeldari early game that doesn't invalidate any other units and rounds out the infantry roster very nicely.

Necrons: Deathmarks
Easy one, they're Necron snipers! Their special gimmick is that they can teleport every 10 turns for a small damage boost with global range. Oh wait that's pretty strong-
Yeah Deathmarks are great, they might get bumped up a tier at some point but being snipers they have a very specific niche so even with a global teleport they're not wildly op.
Being a range 3 early game infantry they're naturally- say it with me now- Nice to have!

Orks: Deff Dreads
The can that says it all on the tin. The Deff Dread brings deff and dread to the battle. The unit is everything you'd expect from the big brother of the Killa Kan, sporting a powa klaw on each arm and a pair of rokkit launchas on a bulky chassis.
Once again. Nice to have. Very nice to have.

Space Marines: Whirlwinds
Its a missile artillery tank. There's not a lot to really say about this, its a 3-range "go-away" machine that flattens lightly armored with a barrage of missiles, ignoring line of sight.
When I saw it described as "artillery" I got excited thinking it would be something akin to the Basilisk, maybe not quite as long range but still it would be nice, maybe 4 range?
The missiles it fires comes in two flavours higher armour piercing Vengeance Missiles & Incendiary Castellan Missiles that ignore cover, both missile types working best against lightly armoured targets, especially infantry with large model counts.

T'au: XV107 R'Varna Battlesuit
Dunno what happened to the other 106 XV battle suits but here's the 107th.
Kidding aside the R'Varna is a dedicated bulky-blaster. Basically anything bigger than infantry but smaller than a tank the R'Varna puts the hurt on it with its special "Cluster Fire" weapon trait, bullying bikes, jetbikes, very bulky units and monstrous creatures from 3 range. On top of that it has the Nova Reactor trait from the Riptide Battlesuit letting it sacrifice health for bonus movement, damage reduction, damage and a special ability of its own that blasts anything adjacent to it with searing hot plasma.
Unlike most other battlesuits including the Riptide the R'varna doesn't have the jetpack trait so its firmly planted with its feet on the ground but makes up for it by being more heavily armoured.
Its a much bigger and bulkier Braodside or a mini-Stormsurge (literally being between them in the tech tiers) and is yet again a unit that is all around nice to have.

Tyranids: Tyranocite
Revised: When I first looked at and tried out this unit I mistook the "move through cover" trait for the skimmer trait (similar icons (I'm a hack lmao)). Despite this mistake the unit is still quite nice, a T2 unit that butchers infantry (possibly a bit too well) and can safely carry your units to and from the battlefield.
I do think the unit should have the skimmer trait or the amphibious trait as water is the biggest mobility barrier to the tyranids and being able to carry your big monsters and swarms of greeblies across the waves would just be a spectacular QoL for the Nids.

PS. Review word-count limits suck.
Skrevet: 30. maj 2023. Sidst redigeret: 2. juni 2023.
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Ingen har vurderet denne anmeldelse som hjælpsom endnu
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Mechs are cool
Skrevet: 9. maj 2023.
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A solid iteration and improvement on the Age of Wonders formula, by no means perfect and plenty of room for improvement and expansion its a really solid foundation.
Highlights include siege projects where instead of needing to build and escort siege weapons to a walled settlement you build them on site to break down the walls, different projects having different effects (more breaches, siege weapons, positive and negative effects for allies and enemies and so-on.
Spells and heroes feel powerful and effective, high level spells and heroes feeling like true demigods on the battlefield.
Heroes found outposts & settle ruins which cuts out the need for settlers & units & structures have their own separate production queues which really helps the pacing of the game letting you get to the fighting faster without sacrificing your city building too much.
Lots of customizable playstyles with empire affects based on affinities and transformations for your race (minor ones like becoming slightly bestial, getting rock or metal skin, becoming vessels for chaotic powers or morale siphoning wights & major ones like becoming angelic or fiendish, becoming one with nature or descending into undeath) and a plethora of powerful enchantments.

Over all a great time with a fair bit of replayability.
Skrevet: 6. maj 2023.
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13 personer fandt denne anmeldelse brugbar
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The game really doesn't do anything to explain how anything works.
I should need to look up guides to master a game not just to learn the basics.
Skrevet: 24. januar 2023.
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its very daunting if you're unfamiliar with this kind of game like I was but don't give up its really great
Skrevet: 14. november 2022.
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God I want to love this game but its just so ♥♥♥♥♥♥♥♥ TEDIOUS

This game is extremely slow and extremely niche and has an astronomical learning curve. If you're the kind of person that likes this kind of game you're going to get it regardless of reviews. I spent 7 hours on my first "playthrough" and barely scratched the surface.

The main issue this game has if you can even call it an issue is that it involves a massive amount of micromanagement for very minimal and gradual gains, you're constantly doing little things to try and build up to a greater whole while everything in the game tries to slow/halt/undo your progress. It is slow, it is frustrating and it will almost never give you any positive feedback and the only satisfaction you'll derive from the game is what you can force out of it with a mental crowbar.

Personally I"m fascinated by this game and willing to play ball but I really have to emphasise how much the game really doesn't care for being "fun" to give fair warning to anyone who's unsure and lacking in time and/or patience. Buyer beware.
Skrevet: 9. oktober 2022. Sidst redigeret: 13. november 2023.
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3 bucks for hours of fun an absolute steal
Skrevet: 4. juli 2022.
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This game is a modding platform, personal recommendation is "Unification Mod" its the highest quality and most fun piece of work for this game, even comes with the ability to play the campaign with the modded units & AI.
Skrevet: 8. juni 2022.
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Time for my semi-annual Gladius DLC review:


Tyrant Guard: I was pretty unimpressed by their statline but with the ability to ignore line of sight and ranged damage reduction their seeming mediocrity is made up for by being very consistent, able to always hit a target in range as long as you can see them regardless of obstructions or line of sight.


Forgefiend: A ranged version of an already very mediocre melee unit. The Forgefiend is a ranged version of the Maulerfiend with two gatling guns and not much of anything else. By time you unlock it its pretty much lost its worth. Could do with being on the same tier as the Hellbrute at least.


Ghost Ark: Absolutely BROKEN. There's no way this thing won't be either heavily nerfed or moved up 2-3 ranks in the tech tree. The Ghost Ark is a Doomsday Ark that swaps out its main gun for transport capabilities and the ability to heal Necron Infantry. Its Gauss Array weapon deletes infantry and the heal takes necrons from being very sturdy to borderline unkillable. The way it's unit blurb is described it seemed like it would gain the ability to spit out a necron infantry squad whenever X number of necrons die near it but nah it just has a +8 heal with a 1 turn cooldown.
This thing is silly, as much as I love it I have to admit that its outright broken.


Megatrakk Scrapjet: A great model, Orky D*ck Dastardly charging around the battlefield in his dakkamobile. Statwise its a cheap early game ore dump, nothing spectacular, it'll do some decent damage and won't die super fast but becomes irrelevant pretty quickly.


Tiger Shark: Appropriately powerful but as a tier 10 tech unit it will rarely be relevant. Being a flying unit it has a decent edge in mobility over most other super heavies.


Devil Dog: A midgame vehicle that's only really good against infantry and light vehicles.


Scouts: They're snipers for space marines, alongside Devastator marines and the fortress of redemption it adds to the intensely annoying 3 range threat that Space Marines pose. Their description mentions shotguns so I thought they would be able to swap out their sniper rifles for short range shotguns but they cannot. They're just another stealth sniper unit.


Skitarii Rangers: See above. Snipers for AdMech.


Hornet: Unimpressive early game ore dump for the Aeldari with light anti-armor weapons. Mostly functions as a scout unit, just about makes the Shining Spears irrelevant if not for the fact you have to research it.


One of the less inspired unit packs with only a couple worthy mentions. Bought it to support the devs and add to the power creep, if you're tight on money its an easy pass.
Skrevet: 6. juni 2022. Sidst redigeret: 7. juni 2022.
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One of those games that needs a "maybe" option.

Early game is a snoozefest needing to go through a bunch of hoops slapping trees and stones to unlock ♥♥♥♥ and you need to start a fresh character in pretty much every new server. Getting around the map is also very slow without a horse.

Its likely a lot more fun if you have 2 or 3 friends to make a clan with because of all the material grinding and only being able to have 2 out of the couple dozen abilities equipped at any given time.

If you don't mind spending 10 minutes just running from A to B and slapping rocks for a couple hours to get to the good parts then go for it, otherwise buyer beware.
Skrevet: 30. maj 2022.
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