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He can also use scrap charges to call down giant fists, and the range is fairly substantial. Zapnoggin is more of a spellcaster-type hero: he has a small frontal cone ability that does massive damage to infantry squads, but little to vehicles and armour. Trukks can be made from the Dakka Hut, and they only cost 300 requisition and 25 power – a bargain for their utility in the early game. Trukks can be a good counter to this: they’re cheap vehicles that can launch infantry forward, although you’ll never want more than a couple as their weaponry isn’t that effective. But when you’re only dealing with two or three sets of infantry in the first few minutes, Boyz are the best all-around unit for their damage and durability – so get in the enemy’s face! You’ll want to either channel this just before heading into a fight, or find some shroud to hide behind though, as mass ranged units can still mince enraged Boyz to pieces. You’re taught this in the opening Ork mission, but it’s a lesson that can be easy to forget.īoyz are the bread and butter of Ork armies, and out of the gate they have a channelled ability that pumps them up before battle. His two stock abilities are handy for stunning enemy troops and helping your squishier forces close the distance: apart from damaging enemies and slowing them down, his spinning hammer also functions as an AOE shield against projectiles. Gorgutz’s hammer can help Orks close the distance, a key strategy against the Eldar (Image: Kotaku)Īs for the Elites, most people will have the star from the campaign, Gorgutz, in their loadout. It’s an important factor to consider in the middle to late stages of a multiplayer match, because once the tide of a battle turns your squads can get minced very, very quickly, especially when Elite units are doing their thing: Speaking of retreating, you’ll want to do so regularly – because reinforcing troops is often cheaper, and infinitely more practical, than having to rebuild a squad from scratch. But there’s a faction doctrine that gives Falcons a temporary shield, which can be the difference between keeping an extra cannon on the field for a little while longer. Vehicles aren’t great at retreating, and they often have turning circles and a slight delay that prevents you from immediately abandoning combat. The Eldar’s Falcon tank, for instance, is surprisingly squishy due to the amount of anti-armour weaponry available. Not all of the doctrines make a massive difference, but some of them can be utterly critical. You’ll need to unlock them by paying a small amount of skulls, a currency earned in-game through playing the campaign and multiplayer missions.
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It’s basically a mechanic that influences how much requisition and power generators will make throughout the game, and it also dictates the amount of resources you get back when a squad dies.Īnother key element, no matter what faction you represent, are the doctrines for Elite units and the factions themselves. In multiplayer, there are also “escalation phases”.
#Tips and tricks on art of war 3 generator
You’ll take some light hits from the listening post’s machine gun while you do, but it’s a lot easier to blow a requisition or power generator up than it is the entire point – and your enemy won’t be generating squat from the point until they’re rebuilt. It’s worth remembering not so much because of the time you’ll need to secure a point, but because of the amount of damage you can do with a raid on the generators.
#Tips and tricks on art of war 3 upgrade
After capturing a resource point, you can build requisition (the yellow hexagon) and power generators, as well as an overall upgrade to improve the point’s output