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Messages - SuperSirStromming

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40k / Re: Enemy Chimera Turrets
« on: September 16, 2021, 07:13:14 pm »
Yea I found the missile launcher to be too AP intensive to be a viable option since one round typically won't be enough. The Hell-Hammer lasconnon might work but again they're super AP intensive but you have a better chance at one shotting turrets. Personally, for early game tactics, I like to run a chump with a flamer close enough that next turn they'll have 2 squirts worth at it cuz turrets take 4x damage and flamers ignore armor. Alternatively, you could load half or more of your squad with Godwyn heavybolters and flight suits and spam away.

2
40k / Re: 40k
« on: October 21, 2020, 08:32:36 pm »
1- you need to evacuate the ship, there's an escape vessel, find it, move your units into it and abort

2- probably you need stormeagle , check tech tree
https://www.figma.com/proto/BlxFHqxPNCYHJs4SajUP6muF/OXC-40-MOD-TECH-TREE?node-id=36%3A3&viewport=936%2C-549%2C0.4314938187599182&scaling=min-zoom

Let me re-explain, I always finish the mission weather by leaving via escape shuttle or by killing all the orcs, but when the next mission appears it's exactly the same. So it seems like I never make any progression through the mission series regardless of what I do during the "storm the bridge" missions. So to be clear I don't have any issue ending the mission, I just keep getting the mission over and over again.

I do have the stormeagle tho I also have the thunderhawk and the transport thunderhawk. The only things I haven't received are sergeant terminator armour and chapter army.

3
40k / Re: 40k
« on: October 21, 2020, 09:23:08 am »
I need some help progressing through the orbiting ship investigation side operation. I'm at the point where I'm suppose to "head directly to the bridge" but on the ork's first turn I always get teleported and "fall into a trap" which ends my ability to progress past the mission. Also could someone help me figure out the tech line for unlocking the 1st company transport?

4
40k / Re: 40k Bug/crashes/problem´s report
« on: June 01, 2020, 06:56:31 am »
That's really weird since I can't seem to be able to add them in any of my bases on my end. Maybe I'll be able to on a brand new playthrough or something.

5
40k / Re: 40k Bug/crashes/problem´s report
« on: June 01, 2020, 02:27:02 am »
It's turned on, I always have that kind of stuff turned on. Also I haven't messed with the setting since I started my first play through, which is why I think it's weird that all of a sudden I can't train my guys.

6
40k / Re: 40k Bug/crashes/problem´s report
« on: May 31, 2020, 08:40:18 pm »
Has there been a problem with the training facilities before? It seems like after I researched something I lost the ability to use the training facility.

7
40k / Re: 40k
« on: May 17, 2020, 08:50:18 pm »
I'm just getting into this awesome mod but I need help getting through some of the very first missions lol These orcs are really strong and I don't know how to deal with their tanks. If it was just the orc boys I could manage but these three tile high turrets make it really hard to out maneuver them. I tried using the missile launcher but I can only ever get a single shot off with my over encumbered marine before he gets gunned the tank because of the nature of the maps.

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