Best Jump Units -1 reply

  • 1
  • 2

Please wait...

XPhile

I want to believe

50 XP

15th August 2007

0 Uploads

373 Posts

0 Threads

#1 10 years ago

Now that we've had four DoW games (Well technically one game with three expansions) we've seen many different jump units. And it's also a poll that's never been done. Or I don't think it has, so I ask you: What is the best jump unit of all the DoW races? Here's my order;

1.Seraphim 2.Raptors 3.Scourges 4.Vespids 5.Assault Marines




Grand Master Bean

I'm too cool to not Post

50 XP

14th January 2008

0 Uploads

247 Posts

0 Threads

#2 10 years ago

Assault marines - durable, and nice melta bombs Scourges - good vs vehicles and buildings, and can jump a long way Seraphim - good ranged damage, angelic visage is good, and nice krak grenades Vespid - love the sonic pulse (great vs orks) and shred isn't bad either. Can make 3 jumps before recharge Stormboyz - large numbers, good damage, stikkbombz Raptors - no decent special abilities = fail. Good point: can be used to summon bloodthirster




Guest

I didn't make it!

0 XP

 
#3 10 years ago

raptors dont have any special abilities, but I believe the max squad size is 11 or 12, which is fairly big squad. Gives them a big advantage.




maneggs

Mark the Beast

50 XP

1st May 2006

0 Uploads

76 Posts

0 Threads

#4 10 years ago

I prefer the 1. stormboys huge squad size and they have grenades 2. assualt marines strong lots of hp and meltas 3. mont kai battle suit lol i dont think theres much to be said missil pods and assualt cannons 4. vespids not very man but there pulse can take a whole bunch out of the fight 5. raptors I dont really like them but they can get the bloodthister summoned in the other guys base real easy




XPhile

I want to believe

50 XP

15th August 2007

0 Uploads

373 Posts

0 Threads

#5 10 years ago

OH right, crisis suits. Flamers work better tbh. I still like Seraphim best, they never miss, plus they're fast. Reeeaally fast. And cheap compared to the other jump units.




Grand Master Bean

I'm too cool to not Post

50 XP

14th January 2008

0 Uploads

247 Posts

0 Threads

#6 10 years ago

Stealthsuits are fucking irritating. I actually hate anyone who uses more than 2 squads because they are so ridiculous Crisis are good, and flamers do work better provided you have other anti-tank, such as broadsides and hammerheads (NOT stealthsuits)




In Hoc Signo

To Fight For A Human Galaxy

50 XP

24th April 2008

0 Uploads

212 Posts

0 Threads

#7 10 years ago

Warp Spiders (they do not jump, they blink.. But it's the same): If you create 3 squads of them they are almost unstoppable.




Boombaye

I see dead people...

50 XP

22nd December 2006

0 Uploads

81 Posts

0 Threads

#8 10 years ago

Personally, Scourge. I've used them a lot, their default weapons do have a great effect on infantry and the added weapon just shreds vehicles.

I once used the Scourge Jetpacks to dance away from a charging penitent engine.




XPhile

I want to believe

50 XP

15th August 2007

0 Uploads

373 Posts

0 Threads

#9 10 years ago

Scourge is good, but they're only ranged. Seraphim are good at both meele and ranged. So they can be adapted to provide covering fire at a certain chokepoint or they can jump in the rear of the enemy formation to tangle up some ranged units. Like Reapers or SM/CSM with bolters.




XeroKeeper

The One That Keeps Nothing

50 XP

23rd March 2008

0 Uploads

308 Posts

0 Threads

#10 10 years ago

Raptors get 3 or 4 sqauds of those buggers and back them up with theor Chaos buddies and the enemy has a hell of a fight on their hands (litteraly)




  • 1
  • 2