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Dawn of War 3

Banshee abuse

Charon's Rest (2p)
Charon's Rest (2p)
00:11:33
#1Bigamo  May 20 2017, 20:34 PM -
Replays: 65 Game:
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So much love... Posting just to send to relic this crap.
#2PaPerBaG.  May 20 2017, 20:55 PM -
Replays: 18 Game:
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Banshees are pretty UP atm for their cost
#3Bigamo  May 20 2017, 23:35 PM -
Replays: 65 Game:
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QUOTE(PaPerBaG. @ Today, 17:55 PM)
Banshees are pretty UP atm for their cost


sure, watch the game.

The problem isn't with the unit itself, its with doctrines (as usual) and the "chargeish" upgrade.
This post has been edited by Bigamo: May 20 2017, 23:41 PM
#4Technocrat  May 22 2017, 18:32 PM -
Replays: 29
Absolute analogy spam a s m but more cheaper. TSM fuck useless in current version - anyway what BO prefer elder 3 g u or 5 she-s your will lose in 60-70% case.
#5UnshavenRaven  May 22 2017, 19:27 PM -
Replays: 5 Game:
Gonna check out the replay right now, I'll be back with some helpful feedback hopefully lol.
#6UnshavenRaven  May 22 2017, 20:18 PM -
Replays: 5 Game:
Okay, I just finished watching the replay right now. Here are a few things to help out:

1.) I noticed that when you started your early unit build, you kind of didn't have a certain gameplan of what to make. You ended up having only 1 tac squad by himself for awhile, with no fire or plasma.

2.) Once your scout finally arrived to support your Tac squad, you left them both standing around for too long. Your enemy was scouting around the map with their workers building webway gates. You had a pretty big chance to take early map control with your scouts to help solidify your economy. A golden rule of Dawn of War in general is to NEVER let your units stand around too long; there's always something they could be doing, whether it's scouting, harassing, or positioning.

3.) Bring at least 1 Servitor with your army when you're scouting, that way you'll catch any sneaky little Bonesingers early on and prevent Banshees from ambushing as well.

By the time the Banshees attacked you, you were vastly outnumbered (they had 5 squads, plus Striking Scorpions), so of course they demolished your squads. The key is to pressure your opponent and make them forget about their gameplan right away. He had his generators on the lower right open to harassment, and the Elite point generator and req point on center right were open to be taken.

4.) Try to have a "framework" or gameplan of what units you wanna build early on. (In other words, Scouts w/ ASMs, or Flamer Build, or early Snipers, etc...

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Try this build out, let me know what you think:

1.) Make the starting servitor immediately cap the first power gen point available. As soon as this first point is captured, build a power Generator. Do NOT build a Req generator yet.

2.) make 2 servitors (the 1st one caps, the 2nd servitor should IMMEDIATELY start making the Arsenal)

3.) make 1 Tac marine (then make the 2nd one on the Drop Pod) and start scouting around the frontline with Tacs...

4.) By the time the Arsenal is finished, you should have the power available for at least 1 Flamethrower right away. By this point you can build a 2nd power gen (or a frontline turret), and your second flamethrower upgrade will be arriving soon.

5.) Equip Kill Team Ironmaw as early Elite (his additonal support fire, plus the Vortex grenade is devastating when combined with 2 flamer tacs.

Doctrines: Fire on the Move, Tac grenades, and Slow Death.

Elites: Kill Team, Gabriel, and (any other lategame unit)

Hope that helps bro!
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