Hi guys, I need your help to deal with Inspiring drop doctrine. Can you help me to figure out why it doesn't heal your troops with regular unit drop pods ( tactical/ASM) but always does with Killteam elite. And does his presence works on drop pod only or on vehicle drop too?
Comments
KotCR
It only works if Gabriel is on the field; It won't work if he's dead or hasn't been deployed yet.
In my experience it works with any Drop Pods that create units, including the Killteam Ironmaw Drop Pod. The only one it doesn't seem to work with is the Deathstorm Drop Pod (the Assault Cannon Turret Drop Pod), perhaps because it doesn't create a unit from the Drop Pod as it is the unit.
Might have to double check on the vehicle drops (that come in via Thunderhawk instead of an actual Drop Pod), but I think I remember it working with those too.
UPDATE: Yeah, double checked, and it works for everything except for the Deathstorm Turret. It even works for the Land Speeder, which literally just flies down on it's own. The AoE did seem a bit smaller for that, but it worked non-the-less.
jambai
Heals far too little to be worth a doctrine slot.
Anima
Indeed and I find out that heal doesnt work on squads that are in combat, only on those who are out of it and droppod heals only for 230 hp. In my opinion it's too small impact, especially if you consider hat tactical has 1400 hp and ASM 1500. So if you want to play Gabriel Angelos I would reccomend to take "dred barrier" command.
KotCR
I think it's alright. It's probably not as good as the doctrine for the Dreadnought, because Dreadnoughts are already beastly in melee, so giving them a shield that reflects all ranged weapons fire more or less makes them unstoppable, especially en masse.
It does have it's uses though;
I know most people don't think of campaign much, but you can abuse it with the Kill Team Ironmaw drop and recall to heal your squads up in that campaign mission that you are supposed to have a limited force in, if you are incredibly patient. I suppose this would work in multiplayer too, though obviously time isn't a luxury you have there.
In multiplayer, if you had a bad engagement and are falling behind economically to your opponent, it's essentially a 'free' way to reinforce your squads. If you use all three drop pods to heal, it can really help you out. Helping increase your army size a bit more while still replenishing your losses. Yes, it's situational, but it isn't terrible.
ace4sure
I was also interessted in this doctrine so I digged into the game data to figure out how it works.
Anima is right, you need to be out of combat, to be precise it will only work if you not have attacked or have been attacked within 2 seconds.
After a Droppod / Thunderhawk has been called in (according to the numbers Droppods/Thunderhawks spawn after a 4 sec delay btw) and Gabriel Angelos + this doctrine is on the field a healing aura is applied to tho Droppod/Thunderhawk postion. The aura is indeed not apllied to the Deathstorm Droppod.
This healing aura lasts for 10 sec in a radius of 25 and effects only owned units (allies excluded). As I understand it heals 50 hitpoints/sec, so over the 10 sec duration for a total of 500 hitpoints on a squad basis (means 500 hitpoints applied to the whole squad not for every entity inside the aura range) and also effects vehicles.
When an entity in a squad is fully healed up while the squad is not at full size, the squad will be automatically reinforced for free with a new entity which then gets healed up until the next entity will be spawned (and so on), the aura runs out or the effects gets interrupted by combat.
(Need to test if the aura is stackable)
Word of Advice: Do not start manual reinforcing before you use a Droppod. If I recognized it correctly, the aura won't spawn entities when the squad is manually reinforcing (needs confirmation).
What does all that mean practically?
Well it's pretty clear, this doctrine only works in a 100% defensive manner. It has basically zero effect when Droppods are used offensively like 99.99% of players use them. And for a reason, Droppods are a great tool offensively because of their knockback and tactical usabilty to change the flow of an engagement.
At first sight after checking its stats I also felt this is not worth in exchange for the offensive capabilities Droppods provide. But on 2nd thought I actually think it is not that bad in terms of economic advantage it provides.
Why?
Because it will always reinforce at least 1 model per squad of TSM, ASM and Devesators and at least 3 to 4 models of scouts/snipers for free. In a mid to long perspective this seems to be quite significant. Specially in case of Flamer/Plasma TSM since their reinforcement cost is increased according to the upgrade cost. When and if TSM will get their much needed buff (hopefully in the upcomming weeks), this would be even more attractive imo. And for offensive purposes you still can rely on Deathstorm Droppods.
I will give it a try and try to built something around it.
Regards
ace
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ace4sure
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