Warhammer 40000 Gladius Relic of War: Basic Strategy
General strategy: (impossible difficulty, enemy +50% loyalty = +100% all production)
1. Play defense & retreat.
2. Always hide in forest, ruin, city.
3. Equip Heroes first. move, HP, and armour artifacts.
4. Quests generate units at a random location. Reload game will change the random seed.
5. Eliminate all enemies are easier than Quest started nowhere.
6. Armour penetration is a top priority. Final Quest IV are armoured enemies.
7. Damage has no random: 1 armour = 8% less damage, forest and ruin = 50% less damage. 14 armour is about 95% less damage.
8. Ctrl+D debug (cheat), Ctrl+T scoreboard.
9. AI will finish all research near turn 150 (normal speed).
10. 200 turn is enough to wipe out them all in a large map.
Space Marines:
1. Overpowered Devastators for a newb.
2. And they have Apothecaries.
3. And they have up to 14 armour Captain & Chaplain.
4. Ground vehicles are not necessary throughout the game.
5. Weak late-game eco (turn 200+) for only build one unit at a time.
6. Need about 70 turns to acquire all tiles for a giant fortress.
7. 300 turns to finish the fortress.
8. Quests are controllable and only comes with level 1 enemies.
9. Gunships have higher damage at range 2, as Marines at range 1.
Overall Strategy: Heroes stand in front, Devastators will do everything else. Few Thunderfire Cannon and Gunships.
Necrons:
1. Balanced, fair heroes, mediocre units, versatile play.
2. 3-range Doomsday Ark is useful but not powerful.
3. But most units work at range 2.
4. Lord can produce infantry units and no need to build any.
5. Doom Scythe fighter comes late.
6. No need to research travel underground.
Overall Strategy: Heroes, Doomsday Ark, Obelisk, Transcendent C'tan, Tesseract Vault and Doom Scythe.
Ork:
1. No 3-range unit, crazy melee damage.
2. Infantry has lots of damage deduction buff. However, they do little damage against air or armour units.
3. Do not build basic infantry.
4. Powerful ground late-game units.
5. Insane final beast.
6. Aircraft are very weak. Ground anti-air also weak.
7. Use Weirdboys' teleport and Painboys' damage deduction.
8. Easily accumulate 50000+ influence the late game, despite -300 upkeep.
9. Free to use the army of Hero as basic infantry.
Overall Strategy: Buff heroes before charging into the enemy formation. Use additional movement skills.
Astra Militarum:
1. Long-range, high upkeep, low damage, very weak against armour.
2. Lord Commissars' ability to increase armour penetration, Psykers' debuff to increase damage.
3. The quest will provide an extra 3 guardsman for early exploration.
4. Just skip barrack and infantry.
5. The clear forest outside the base.
6. Quest VI comes to level 8 robots with 9 armour. They run everywhere across the map. To search and kill them all in 20 turns, best with Thunderbolt.
7. Thunderbolt is the best air unit for all factions. Marauder Bomber's skill does no damage at all, maybe a bug.
Overall Strategy: Eco. Lord Commissar and Psyker's abilities are essential against armoured enemies. Make fighters late game.