DLC Warhammer 40,000: Gladius - Craftworld Aeldari
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— Inquisitor Czevak
Eons ago the Old Ones and the Necrons fought The War in Heaven. The Old Ones lost, but their mantle was inherited by one of their creations—the Aeldari, a psychically-powerful race of immense sensitivity. Over the subsequent millenia, they ruled the galaxy, slipping over time deeper and deeper into depravity and arrogance.
Their golden age ended with the birth of Slaanesh, the Chaos God of pleasure. At the moment of her birth, the core of the Aeldari civilization was utterly destroyed, its citizens’ souls and even its pantheon all but consumed by the nascent god. Where the Aeldari homeworlds once were, now there is only the Eye of Terror, a massive rift into the Warp. Only a few Aeldari survived: the hardy Exodites; the degenerate Drukhari and mysterious Harlequins, hiding in the Webway; and the restrained Aeldari, on enormous ships known as Craftworlds. Doomed and declining, the Aeldari seek to avoid their own consumption by Slaanesh at all costs. They find themselves on Gladius Prime, chasing a Farseer’s prediction that this planet is key to the survival of all Aeldari...
The Craftworld Aeldari enter the fray with 19 new units and unique gameplay mechanics.
The Craftworld Aledari roster of units is extremely versatile: Aeldari units are absolutely lethal from a distance, but you won't lack for deadly close combat options either.
Exploit the Webway Gates to achieve incredible mobility on the battlefield, but be wary, for Aeldari lives are rare and precious and any loss will be felt greatly.
Webway Gate
Exploit your knowledge of webway gates to activate them and move swiftly across the battlefield.
Webway Redoubt
Found a city on top of an activated webway gate to fortify Craftworld Aeldari’s presence on Gladius.
Remnants of the Fall
Reduced city growth rate. The last remnants of a people whose mere dreams once overturned worlds and quenched suns.
Asuryani Arrivals
Call upon offworld Asuryani to join you and temporarily boost your growth rate.
Transcendent Bliss
Focus the Aeldari’s spiritual consciousness to experience a period of increased loyalty towards your cause.
Spirit Preservation
Gain energy for every fallen Aeldari unit.
Battle Focus
Many Craftworld Aeldari units can move after using their actions.
Ancient Doom
The Aeldari loathe and fear She Who Thirsts above all else, increasing their accuracy, but also the damage taken when fighting the forces of Chaos.
Systemanforderungen
- CPU: Intel Core i3 or equivalent
- GFX: Vulkan support with 3 GB VRAM (Nvidia GeForce 900 series / AMD Radeon RX 400 series)
- RAM: 4 GB RAM
- Software: Windows 10 (64-bit)
- HD: 1 GB verfügbarer Speicherplatz
- LANG: Englisch, Deutsch, Spanisch, Russisch, Chinesisch (vereinfacht), Französisch
- CPU: Intel Core i5 or equivalent
- GFX: Vulkan support with 3 GB VRAM (Nvidia GeForce 900 series / AMD Radeon RX 400 series)
- RAM: 8 GB RAM
- Software: Windows 10 (64-bit)
- HD: 2 GB available space
- LANG: Englisch, Deutsch, Spanisch, Russisch, Chinesisch (vereinfacht), Französisch
Steam Nutzer-Reviews
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0 Std. insgesamt
Verfasst: 12.11.20 20:26
Kurz-REview zum Eldar DLC für Gladius
Eldar scheinen soweit gut gebalanced zu sein und machen Spaß (Schwierigkeitsgrad auf dem gespielt wurde: Schwer).
Meine Eindrücke zusammengefasst:
- Sehr gute Infanterie im Early Game, Probleme gegen harte Ziele. Das ändert sich im Midgame.
- Dank der Spezialmechaniken wie Webgatereisen und benötigter Stadtedikte sehr Einflussintensiv.
- Webgates ermöglichen schnelles reisen und vereinfachen Einheitenpreservation (Zurückziehen und heilen)
- Obacht bei Chaosfeinden --> Eigene EInheiten treffen sie zwar besser, man kassiert aber auch gleichermaßen viel mehr Schaden von ihnen
- Coole Fokus Mechanik: Ermöglich Rückzugsgefechte, Eldar können eine Aktion durchführen und scih hinterher trotzdem noch bewegen.
Meinen Livestream mit den Erstimpression dazu gibt's hier: (Kapitel beachten)
https://youtu.be/k04crCuAolM
Viele Grüße
Euer Toryn Gent
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Verfasst: 04.05.21 22:47
I hope for Adeptus Mechanicus to be next!
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Verfasst: 31.03.21 13:28
And this game delivers.
I know it's an old cliche, but this dlc really makes you feel like an eldar. From the huge amounts of awesome lore, to the way the faction is balanced. It organically forces you to behave like the Eldar if you want to survive. Tons of witches, guerilla tactics, hiding in the forests, slaying anyone who dares cross into your territory.
GOD this game is cool!
The only problem with this dlc is the writing. It's clear someone incredibly talented and passionate about the eldar wrote this, but the writing itself reads like a first draft that got rushed out the door. It's choppy, there's some typos, and sometomes just a pain to read. Like I said, it feels like they released the first draft of the script and never did a second pass through. It's super off and detracts from some genuinely fascinating lore.
I wish there was some minor 40k style diplomacy. Demanding tribute from other factions, holding heroes captive for ransom, forming temporary alliances to take out a greater threat. This sort of thing happens in the 40k books and games, so it's odd that they decided to scrap diplomacy entirely.
But for real, this game is amazing.
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Verfasst: 29.03.21 04:26
On the other hand, even more entertaining than playing Craftworld Aeldari is playing against them! Destroying their gates / potential expansion sites and locking them down is a satisfying addition to the early and mid-games for all factions, and it is critical to do so to cripple their economy before the Aeldari snowball out of control. I like to play vs 5+ random AI, so having to take care of gates on the off-chance somebody is Aeldari is a good extra consideration to balance. Here's hoping Drukhari get added to the game too, and bring more unique mechanics and elements to think about!
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Verfasst: 25.03.21 18:07
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Verfasst: 08.03.21 01:24
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Verfasst: 25.01.21 17:39
Buy this if you'd like to face-roll your keyboard to victory, or watch the AI Eldar sweep the map in 90% of the matches they're present in. Whichever fanboi was in charge of this mary-sue mod, I mean DLC, needs to be busted all the way back to the QC department.
Just stupid to play with or fight against.
Every Eldar vehicle present needs to have about -2 armor and -20% HP. Economy is broken for several other races, so these guys come across as spam monsters.
Their Wraithknight has more hp than a city, Nine armor for 75%, +33%, +33% damage re-cuck-tion & enough firepower to vape one and a half units of any type per round, it's near invulnerable to melee and grenades with a passive 50% accuracy reduction at one tile range. Also: Jumps, for a retreat that ignores zones of control, so you can't kill it. Not that it would ever need to, it can withstand literally 70+ lascannon hits. They should have just called it a Revenant class TITAN and been done with it. The retarded thing isn't even their top tier unit. They get a Baneblade on top of it. But once they have two or three of these on the field they don't need anything else. At all. Fear not though, if your opponent is anything but incompetent, you lost in the midgame the moment he got wraithguard, and/or walkers, so you won't see these monsters.
Their fragile little warpgate cities are anything but: at full hp and nine armor (whereas everyone else gets six). I could go on, for days... (Correction: same armor as everyone else, just more hp. Seer can buff the armor of the city.)
I will say however, their gamplay, as all the races in this title, is starkly different from the other armies, they capture the feel of what I imagine Eldar would be, and have a pretty revealing story. Like I said, wait.
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Verfasst: 28.11.20 18:54
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Verfasst: 21.11.20 20:03
Example of a few issues.
-You can only colonize on certain rare tiles that are destructible by neutral and enemy forces who have a seething hatred of them to the point where they will ignore your army to destroy a gate and neutral forces will do ALL they can to clear the map of them. This is a severe handicap as you can't do anything about it or create new gates or anything. Not to mention this is really a copy of the Necron mechanic which is executed far better.
-You have no bonuses to an early game economy yet are playing a faction that needs to expand quickly to save the gates. On top of this the Aeldari are far too reliant on influence with no bonuses to getting it. In fact they just unlock more ways to spend it.
-You spend influence to turn on a gate so you can use it then influence per a unit who consume their action when moving through the portal. This leads them to walking into enemies and dying as even the wildlife will pounce on you.
-The unit roster isn't very faithful to the Aeldari. It's missing key units like Dark Reapers, Warp Spiders, Vypers, Falcons, and Dire Avengers. I get they all can't be in the game but the units chosen at the moment don't gel together. Then they did things like puts War Walkers into the late game but the Avatar of Khaine in the early game. Your starting unit is Guardians, which is a ranged unit with no range. That's right he has to get directly in front of a unit to attack it leading him to die from overwatch or be killed by enemy unit that takes his target's place.
In conclusion, wait for them to patch this DLC unless you just want Aeldari as an enemy faction. Milk for the Khorneflakes and what not.
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Verfasst: 16.11.20 21:02
Their vehicles are not as sturdy as Astra Militarium, but their firepower and flexibility makes up for it, from the Wave Serpent transport with possibility to temporarily sacrifice armor to perform a secondary attack that slows down the enemy, to the weapons platform that has a damage bonus based on how slow the target is to the fantastic fire prism that can link their fire with another fire prism for an even more devastating attack.
The webway gates make the Aeldari even more flexible and highly mobile, able to react to an attack at any point of the map where you control a webway gate and you can even spring a surprise attack on the enemy by activating a webway gate near their base and sending your army through it.
All in all a great addition to a superb game. My opinion has always been, if you have a great foundation, then just keep adding to it. This game fits the bill, alongside games like Age of Wonders Planetfall and Total War Warhammer 2.
If you enjoy Gladius from before I find it highly doubtful you won't enjoy this DLC and if you haven't played Gladius yet - I would say now is a good time to get started as they are getting very close to having all the factions in the game now with Space Marines, Necrons, Orks, Astra Militarium (Imperial Guard for you old school people), Tyranid, Chaos Space Marines, T'au and now Craftworld Aeldari. And I am sure there is more to come!
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Verfasst: 13.11.20 06:49
The starting unit they get is a melee unit that uses ranged weapons, meaning it has a range of 1 yet gets debuffs for cover like trees. I think they should up the range by 1, and maybe reduce the damage when not right next to an enemy in compensation since even necron warriors will outrange them, once your melee unit is unlocked there is just no point in using the starter unit anymore since it cannot compete, especially against ranged factions as most Aeldari units get slaughtered approaching an overwatch, which the melee unit ignores.
My second problem is since they don't have a strong economy early on, they can't get many units, plus the units already take a long time to make, leading to a defensive playstyle early on as even neutrals can decimate you if you are not careful. If you take too long however, or if you get unlucky and spawn next to an enemy faction, they can destroy potential city sites (webway gates) if you have not claimed and are protecting them, and if you want to settle maybe the center of the map or the other end, might as well forget that idea since factions will destroy the gates pretty early on around them. If the Eldar are pushed back or lose a city, those sites are lost permanently as well, so a losing Eldar will die most of the time since it can only go downhill from that point on. To counter this there should be some form of construction for webway gates, or at least a reconstruction of destroyed gates where they used to be, unless there is and I just am not seeing it.
Overall, the faction is a glass cannon that uses hit-and-run tactics, that can't stay for too long, or else it risks massive losses, if you don't like that, I would stay away, although I have enjoyed the faction so far, which I usually hate this type of playstyle. Some minor changes though would improve the faction, in my opinion.
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Verfasst: 12.11.20 18:06
A superb soundtrack
New race specific mechanics
Nothing to say this DLC is worth it if you like the faction and/or you want to support the development team for the follow up of the game and the new content
I would like to remind you that each faction adds hours of gameplay to be mastered.
So the simple addition of a new faction adds a lot of replayability to the basic game.
And above all you can play this faction even on a game hosted by someone who doesn't have it.
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Release:12.11.2020
Genre:
Strategie
Entwickler:
Proxy Studios
Vertrieb:
Slitherine Ltd.
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:
Warhammer 40,000
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