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Chaos Invasion Bonus Wave : Space Marine


VIIILegionaire.

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Good team is needed.

 

1. Don't die unnecessarily (obvious but ok) - whole team needs to know when they should back off

 

2. Find a safe spot for the whole team to recharge shields. This is on top of the bridge on the one level and on the second floor of the ruined structure in the corner of the other level

 

3. Kill all the small enemies before tackling the Chaos Space Marines

 

4. The whole team needs to  concentrate fire on ONE Chaos Space Marine at a time

 

5. Be patient - it takes a long time to kill them all

 

6. Thunder Hammer and charged Plasma help

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I was talking about the DLC one where youre the chaos marines and the bonus wave is like Orks and some damned Kans/Dreads. I may have gotten the name wrong, my bad. However, the little tip about the places for shield recharging is new to me, you can bet your bolter I'll be keeping that in mind, good tip man!
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The easiest way Ive beaten it with a PuG is with all or at least 2 of us having a plasma gun and melta guns.

. Larramans Blessing is also a godsend to keeping you alive.

 

 

Bolters are sadly underpowered in exterminatus so they just arent worth taking. Also, maybe only 1 or no assault marines. Same with devastators. You need to stay as mobile as possible.

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I was talking about the DLC one where youre the chaos marines and the bonus wave is like Orks and some damned Kans/Dreads. I may have gotten the name wrong, my bad. However, the little tip about the places for shield recharging is new to me, you can bet your bolter I'll be keeping that in mind, good tip man!

 

Same tips for the Chaos version except that our safe spot for Raptors is to fly up and land on one of the horizontal pipe sections up high and for non-Raptors is to jump off the landing pad like platform in the corner on to one of the pipes further out (its tricky).

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I beat it with a PUG but our set up was different from what's been mentioned. I played as a raptor, plasma pistol, thunder hammer, the perk that you take less damage and the perk that shortens blast off recovery time. We had one other raptor similarly geared and two devastators both with plasma cannons. They'd move together and both of us raptors would jump in and out near the choke points that the devastators were firing. Was a ton of fun but takes a great deal of teamwork to make it work.

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For using the PC so extensively as I did pre-nerf, the damage was underwhelming against heavy armor. Las Cannon had that damage output, but you needed the extra ammo more than anything, and sadly I find it too often the meltagun or Seeker didn't have the bang for buck either.

 

Surprisingly enough, the plasma gun did what it was supposed to.

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The Kans are actually pretty easy to kill, as they cannot leave the big, flat area they spawn in. You can duck in and out of the pipes on the walkway to recharge shields, and the Kans give off a sound before they start shooting.

 

Now, once the Ultramarines show up, you have to rely on meltaguns, plasmaguns, and smart Raptors. I found that the majority of people use a Hammer/Maul when they run a Raptor. I rarely do so. Instead, I use a power sword, Swordsman's Zeal (regain health with every hit), and Sure Strike (better interrupts). With Sure Strike, I consistently apply a combo of X+X+X+Y that gives me three swings of a sword, then a stomp that stuns every enemy nearby for a second or two (except Meganobz). I can take on a whole mob of Scarboyz myself if I'm careful. it becomes a chain of hit, hit, hit, stomp, jump, ground pound, repeat.

 

You can pull off the same thing against isolated Marines (Chaos or Ultra), and the Zeal perks are HUGE in defeating them as an Assault Marine/Raptor. Enemy marines don't have combos or perks. So, once you crack their shield, you have the upper hand. Yes, they'll kick or punch you to interrupt your attacks every now and again, but the health you're getting back with each hit makes up for that. The trick is isolating enemy Marines from their peers, so that the other guys aren't blasting you in the back with bolters or raining plasma cannon shots on your head.

 

The Marines with hammers/mauls require much more finesse. They can chain stun you, so you want to hit a couple times, then jump away, and get back in again quickly. Their shields regenerate, so unless you keep up the attack, you're fighting an impossible battle. Plasma pistols will drop shields nicely, and grenades will give you a brief stun in which to start swinging.

 

 

The key factor to winning an Exterminatus bonus wave is coordination and skill. If you have one guy who keeps dying to something as simple as the Bloodletters, you're not going to win. That one inexperienced player will eat all your team's lives and leave you in the lurch at the end. Unless you have mics and can coach him through, he won't improve (unless he's there grinding for XP to level up).

 

Don't put too much weight on armaments either. One of the best players I've ever watched played as a Tactical Marine with a double-perked bolter (Kraken and Targeter). The rest of our team, including myself, died at the beginning of the bonus wave, leaving him to fight Bloodletters and Chaos Marines by himself. He ran out of ammo, but kept fighting with his combat blade. His trick was that he'd sprint around to corral the Bloodletters, and then shoulder-charge into the mass. He'd hit a few on the way in, and then immediately combat roll THROUGH the pile to safety and keep running. He managed to wipe out every Bloodletter in this way, earn a life to get another player back in, and then did the same thing to individual Chaos Marines while the other player dumped damage on that one Marine.

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