RESEARCH - Tournament Roles and Strategy

Librarius INSIGHT - A Warhammer 40K: Tacticus Repository - Tournament Roles

With different styles of commanders, Tournaments give a distinct setting for unique team combos deemed non-ideal in other forms of battles. This documentary aims at recording the thought experiments on the possibility in Tournaments.

Note that the thought experiments are of extreme subjectivity, with speculation on actual performance due to lack of data and experience. For reference only.

Roles and Classes

Roles are what characters should do, and classes are how characters should do
  • Carry - Winning condition
    • Deals consistent damage
    • Survival is key
    • Classes:
      • General - Summon units in late game
      • Sniper - Long-ranged damage dealer
  • Hitman - Take down Carry and objectives
    • Deals burst damage or huge disruptions
    • Often trade lives with high-value targets
    • Classes:
      • Summoner - Summon units in early game
      • Assassin - High output, mobile but fragile
      • Juggernaut - High output, can take a punch but slow
  • Guard - Protect Carry and support team
    • Skills to clear threats to Carry
      • e.g. Suppression
      • e.g. AoE to clear summons
    • Skills to keep Carry alive
      • e.g. Healing and revival
      • e.g. Defensive buffs like blocks, armor
    • Skills to improve teams' performance 
      • e.g. Damage buff
    • Classes:
      • Support - Heal, revival, buff allies or debuff enemies
      • Pointman - Deny enemy movements & activities

General Strategy

While these objectives appears trivial, planned execution priority is as follow:

  1. Keep Carry alive against Hitman(s)
  2. Take down enemy Carry(s)
  3. Take down enemy Hitman(s)
  4. Acquire powerups
  5. Take down enemy Guard(s)

Noticeable Characters

The following characters were encountered and noted with good performance. Further assessments will be conducted.

Carry

  • Sho'Syl - Sniper + General
    • Very high output and long range
    • Deploy drones as shield EVERY round with no cost
    • Great trait against ranged damage
  • Calandis - Sniper + Assassin
    • High output and long range
    • Punish melee with passive
    • Low-risk hit-and-run active
  • Thaddeus - Sniper + Support
    • Very high output and long range
    • Global suppression and snipe
    • Buff heavy weapons
  • Anuphet - General
    • Summon strong, ranged Necron warriors
    • Force enemy to take actions proactively

Hitman

  • Boss Gulgortz - Juggernaut
    • Move-twice with active to get powerup and charge-in
  • Celestine - Juggernaut
    • High damage and very mobile
    • Flexible deep-strike active
    • Very high survivability with her passive
  • Brother Jaeger - Juggernaut
    • High damage, health and armor
    • Lock-down Carry with active
    • Melee supremacy with passive and trait
  • Archimatos - Summoner
    • Tie-up ranged units
    • Takes efforts to kill all Bloodletters without AoE
  • Haarken - Assassin
    • High damage and very mobile

Guard

  • Aleph-Null - Support + General
    • Heal mechanical units and summon scarabs to counter Hitmen
    • If planned right, scarabs multiply and overrun enemies
  • Re'vas - Pointman + Juggernaut
    • Powerful active to take grounds
    • Tanky with drones, very mobile and fair damage from passive
  • Ulf - Pointman + Assassin
    • Protect Carry from Summoners
    • At the right time, change role to Assassin and charge in with unstoppable Trait
  • Makhotep - Support
    • +1 Movement speed to every unit, a huge edge to jump enemy safely

Reference

Impressive documentary from Lord Lancelot, inspiring this RESEARCH:

https://lordlancelot.fandom.com/wiki/Powerup_PvP_guide


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