Worth noting is that for all builds, Scourges are kind of your ultimate goal (outside of like, the really heavy stuff) because they're basically the best unit DEldar have. Just a question of how fast they get there and how much you survive and/or annoy their opponent in the process. Also worth noting for Scourges is that it's entirely valid to give them all 4 of their Dark Lances, because the squad leader and the 2 remaining Scourges will still use their Splinter Cannons (assuming you didn't research the Wargear Upgrade for the squad leader), so they can still rip apart infantry while turning vehicles to slag. Besides that, once you get used to the breakneck pace that DEldar play at, the only difficult thing about them is having to listen to those awful voice lines :)
Never had probles with scourges, it feels that DE kinda have to build them for anti-vehicle and still sometimes they give up on them and counter vehicle with upgraded sergeant blaster of the witch squad or whatever it is called. They are only effective if the enemy is already in battle with melee units, but if it is not the case they crumble under the slight breeze, they lose to everyone: upgraded guardsmen, dark reapers with t2 range upgrade, sm/csm with heavy bolters; you name it. I would name witch squad and archon ,maybe bikes in 1-1 on big maps as key units of DE.
@@АндрейШеремет-х4ш Scourges aren't strong units. They are only staple because they're the only DE infantry besides Wyches that aren't complete shit after Tier 1. Warp Beasts too, but they are a liability without Wyches.
theres another build which aims at destroying enemies at 1.5. 1 mandrake build haem lab 1 warrior both heroes one warrior. upgrade soulseeker and evtl. the commnder weapons (but ranged only when you when for the commanders of troops). extremly powerful against tau and deletes buildings you have to micro your haemonculus to melee sometimes... but first hold him back. no stealth on mandrakes if they die build either 3rd warrior squad or tech up for scourges . torture amp must be used in the excact right moment (f.e. when haemoncolos is in melee and surrounded by troops).
What does 'evtl' mean or was this a typo for 'also'? Also, I'm not sure I understand your build but that's because I can't really understand what you're saying. Could you clarify a bit more and include how it applies to each race because those seem like heavy upgrades, in terms of cost and time, just to add weight to a single warrior squad and archon ranged weapon (if you're referring to splinter weapons wargear upgrade), I would assume at that point the opposition would already be T2 or have out-spammed you? Thanks.
It would be interesting to hear the differences between the different mods such as calamity, corncobmans fun mod, Crucible, concordant, etc. I haven't played this game in years and I'm very pleasantly surprised that the modding community is still alive but also somewhat overwhelmed by all the mods. I'm also somewhat surprised that the community hasn't moved on to try to port Dow into dow2 to take advantage of the cover system (many races can be combined together as doctrines), or maybe a more modern engine. Nevertheless, thanks for producing this content! It is a fine trip down memory lane :D
@@jagusart Sorry, I think I may have misinterpreted. You said about the foundry upgrade if you're doing bikes then immediately mentioned the soul seeker upgrade and then the nightwing upgrade so I felt that may have all been in relation to the bikes. Probably my mistake.
Worth noting is that for all builds, Scourges are kind of your ultimate goal (outside of like, the really heavy stuff) because they're basically the best unit DEldar have. Just a question of how fast they get there and how much you survive and/or annoy their opponent in the process. Also worth noting for Scourges is that it's entirely valid to give them all 4 of their Dark Lances, because the squad leader and the 2 remaining Scourges will still use their Splinter Cannons (assuming you didn't research the Wargear Upgrade for the squad leader), so they can still rip apart infantry while turning vehicles to slag.
Besides that, once you get used to the breakneck pace that DEldar play at, the only difficult thing about them is having to listen to those awful voice lines :)
Never had probles with scourges, it feels that DE kinda have to build them for anti-vehicle and still sometimes they give up on them and counter vehicle with upgraded sergeant blaster of the witch squad or whatever it is called. They are only effective if the enemy is already in battle with melee units, but if it is not the case they crumble under the slight breeze, they lose to everyone: upgraded guardsmen, dark reapers with t2 range upgrade, sm/csm with heavy bolters; you name it. I would name witch squad and archon ,maybe bikes in 1-1 on big maps as key units of DE.
@@АндрейШеремет-х4ш Scourges aren't strong units. They are only staple because they're the only DE infantry besides Wyches that aren't complete shit after Tier 1. Warp Beasts too, but they are a liability without Wyches.
Good stuff. Love random ass lines like ''I always queue up my tortured slave''
We thank you sir! You've been a big help with these videos 😁
Glad to hear it!
That was really quick, I never played mp but it was still intresting to watch
theres another build which aims at destroying enemies at 1.5. 1 mandrake build haem lab 1 warrior both heroes one warrior. upgrade soulseeker and evtl. the commnder weapons (but ranged only when you when for the commanders of troops). extremly powerful against tau and deletes buildings you have to micro your haemonculus to melee sometimes... but first hold him back. no stealth on mandrakes if they die build either 3rd warrior squad or tech up for scourges . torture amp must be used in the excact right moment (f.e. when haemoncolos is in melee and surrounded by troops).
What does 'evtl' mean or was this a typo for 'also'? Also, I'm not sure I understand your build but that's because I can't really understand what you're saying. Could you clarify a bit more and include how it applies to each race because those seem like heavy upgrades, in terms of cost and time, just to add weight to a single warrior squad and archon ranged weapon (if you're referring to splinter weapons wargear upgrade), I would assume at that point the opposition would already be T2 or have out-spammed you? Thanks.
It would be interesting to hear the differences between the different mods such as calamity, corncobmans fun mod, Crucible, concordant, etc.
I haven't played this game in years and I'm very pleasantly surprised that the modding community is still alive but also somewhat overwhelmed by all the mods. I'm also somewhat surprised that the community hasn't moved on to try to port Dow into dow2 to take advantage of the cover system (many races can be combined together as doctrines), or maybe a more modern engine. Nevertheless, thanks for producing this content! It is a fine trip down memory lane :D
Does the Soulseeker ammunition upgrade apply to bikes, I didn't think it did? Thanks.
Do I say it does? Cos if I did, oops 😂The "Reaver Targeting Module" upgrade in Dark Foundry gives them accuracy buff, not Soulseeker
@@jagusart Sorry, I think I may have misinterpreted. You said about the foundry upgrade if you're doing bikes then immediately mentioned the soul seeker upgrade and then the nightwing upgrade so I felt that may have all been in relation to the bikes. Probably my mistake.
Thx bro
Nice video bro! Where did you find those detailed stats about unit upgrades? I have been looking online but without success.
Look up "warhammer guide ru" it's called Dawn of War Player's Guide 😁 Has all kinds of useful information about the game!
@@jagusart Thank you for this; I had saved a wiki that also had that kind of information, but couldn't find it anymore even via the archive.
@@andreapareti324 No worries!
unification mod is more "balance" Utimate apocalypse mod is mostly to goofing around
how do you zoom out so far?
Its a mod. Easily downloadable on moddb