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Posted

This is an effort to put together the pros and the cons of each house without descending into assertind 'Ordos is better' ... 'No, Harkonnens are the best'.

I am asking that we put together all the advantages and disadvantages of each house together so that new people can choose which to play.

I am not looking for strategy, just points.

So, to start off with some obvious ones:

Ordos Pro: Most units are fast and maneuverable

Ordos Pro: Many units can self-repair

Posted

Harkonnen pro: Ranged units are the fastests, longest ranged units in the game.

Harkonnen con: Gez, could everything else be much slower? If you try and assemble a rush team to cross significant territory, you are worm bait. I've lost 8-9 units in a vertical worm several times.

Ordos pro: The super-early 3-4 laser tank rush can end the game faster than any other tactic.

Ordos con: Mostly irrelevant advanced infantry.

Atr. pro: Repair vehicle that removes pesty leeches.

Atr. pro: Superior turrets.

Atr. con: Hawk strike sucks.

Atr. con: Tough to do any manuevers that involve retreating. If units get damaged, they slow down and you might as well stay and fight.

Posted

House Atreides:

Pro: Effective damage dealt by most units.

Pro: Excellent AA.

Pro: Hawk Strike helps keep enemy units from shooting you. Best used to take out a base using NIAB Tanks when Fedaykins are rumoured to be in it.

Pro: Repairing.

Pro: Best Infantry.

Pro: Wins the Infantry War (But if fighting against chemical trooper rush then maybe not)

Con: True, slow-down when hit vehicles.

Con: Ornithopters barely do any damage and get killed easily.

Con: Pathetic Scouts.

House Harkonnen

Pro: Longest Ranged units.

Pro: Devastators kill any unit one on one (effective for sole survivor, but can easily get killed by a single laser tank if used effectively)

Pro: Excellent firepower and defence.

Con: Slow Speed.

Con: No way to repair other than elite units.

Con: The worst scouts.

House Ordos:

Pro: Self-Repair.

Pro: Fast Scouts.

Pro: Fast units.

Con: Pathethic AA (really)

Con: Pretty useless in attacking the enemy unless you're planning a Laser Tank rush. Ever heard of Kobras attacking? probably they failed, coz kobras are best in defence, but not in attacking when your opponent zooms in 6 gunships to take you out.

gunner154

For Shai-Halud!

Posted

then the Tleilaxu are stupid. their leeches were surrounding the Great Hall but didnt attack it. my leeches could destroy a repairing construction yard, why cant kill the Great Hall? ;D

Posted

Hark pro: good atni-infantry

Atr pro: great defensively

Ord. con: lacks power (especially attacking the atriedes)

Ord. con: EITS overpriced

Hark pro: good air force

Atr con: vehicals don't self repair

Hark con: devastater too slow (somwhat offset with advanced cayyall)

Ord con: deviater sucks vs. infantry

Ord. pro: Dust scouts can hide in dust bowls

Hark con: lack range (except inkvines, which can't hit moving targets)

Hark pro: many AA defenses

Posted

This is my idea about it

Atreides: pros:

repair-vehicles, units with strong and effective firepower, best turrets, best infantry (Kindjal and sniper) and training the infantry to higher levels

cons:

the Hawk Strike is the worst of the 3 superweapons

Ordos: pros:

Lasertank is quick assault-unit, Kobra is good defense unit, Saboteurs + Eye in the sky, self-healing units  8)

cons:

Lasertank is worse vs infantry, very few AntiAir units, No heavy tanks, no airborne fighter (like the Harkonnen Gunship or Atreides Ornithopter)

Subhouses:

Fremen: pros: stealth, fedaykin has powerful weapon, wormriding

cons: No assault-units (they can't attack large forces)

Sardaukar: pros: No short-range squad wins from a mixed Sardaukar-army (20 units), elite can fire in air and has a knife

cons: watch out for long-range weapons!

Tleilaxu: pros: Tleilaxu are the most irritating, spit larves at Harvesters with leeche

cons: Contaminator is pretty useless; too slow, no 'real' weapons

Ix: pros: duplicate tanks without limit, Infiltrators are stealth saboteurs

cons: no fighting units

Guild: pros: NIAB Tank is strong, NIAB can teleport

cons: Maker is small form of NIAB but too slow and weak

Posted

Atreides Pro: Elite infantry can obilterate saudukar.

Ordos Pro: EITS if used properly.

Hark Pro: the abilty to quit the game aand play as another house.

Posted
Atreides Pro: Elite infantry can obilterate saudukar.

Ordos Pro: EITS if used properly.

Hark Pro: the abilty to quit the game aand play as another house.

how dare u insult House Harkonnen. it's one of the best. the Death Hand will beat every other bushouse. it has no limit of targets :P :P :P

Posted

Subhouse:

Fremen

Pros: Stealthed.

Worm riding.

Feds kill vehicles very quickly.

Warriors sure beat snipers.

Cons: weak health.

Imperial Sardaukar

Pros: Armour.

Heavy weaponary.

Combat Knife.

Laser Pistol hits flyers.

Cons: killed by minos almost instantly.

House Ix

Pros: Projectors are good.

Infiltrators are 'quite' good.

Cons: Weak units get killed easily and have weak weapons.

Bene Tleilax (Subhouse Tleilaxu)

Pros: Spitters.

Cons: Contaminators are useless without a speed upgrade and a ranged attack.

Guild (Guild of Navigators)

Pros: speed.

Makers are powerful

NIAB Tanks are awesome

Cons: makers have poor turning rate

Posted

Sard. Pro: Elites can handle anything (knife vs. infantry, las gun vs. vehicals and air)

Sard pro: elites and regulars handle things even better

Sard Pro: Heaviest infantry armor

Sard Pro: are like cheap, fast tanks (but they can be rammed by vehicals)

Sard. pro: very strong vs. harks.

Freman pro: stealth

Freman pro: weirding modules

Freman pro: allies w/ atreides

Freman con: no AA

Freman con: wormriding isn't very good

IX pro: projections are useful for defense

IX con: infiltrators (although useful) aren't cost-effective

IX con: on their own, can't hold a position

Tleilexu pro: leeches are annoying

Tleilexu con: leeches do their work slowly, and not always effectively

Tleilaxu con: Contaminaters suck!!!!!!!('nuff said)

Tleilaxu con: hard to successfully attck with their units

Tleilaxu con: living turrets aren't that good

Tleilaxu con: traitorous

Tleilaxu con: very weak vs. buzzsaws and units with repair vehicals

Tleilaxu pro: you can have other sub-houses as allies

Guild pro: NIAB tanks (although expensive) kick ass

Guild pro: both units have a powerful attack

Guild pro: NIABs are more annoying than leeches

Guld con: Makers are hard to use effectively

Guild con: Guild palace takes up a lot of room

Guild con: Mega cannon is ever-rated, and not nearly everything it's claimed to be.

Guild con: stupidity (they rely on the Tleilaxu, the worst of all houses/subhouses)

Ord con: EITS isn't cost effective

Posted

Tleilaxu are good only if u use them right. i killed a base using only 3 kobras and like 30 leeches. i built only 6, and i got 24 more in return to kill a base

Posted

Leeches are best against Ords., because they realy have no counter for them.  Hark buzzsaws are immune to leeches, and atreids have repair vehicals.  It's nigh impossible to destroy an entire base with Tleilaxu units, however (but who rushes with just leeches and contaminaters?).  Once again, contaminaters are worthless.

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