WARHAMMER 40,000 :REVELATION TC FOR TRIBES
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Strategies and Tactics



	First off, forget Tribes as you know it. You won't find it here. That said, let's get into the juicy stuff. I've devided this into a few sections, based on armor selection and what not. First, is the Armor Basics section. Oh and before I continue, being a one-man-army in 40k aint easy...So don't kill yourself trying, cuz it ain't gonna happen like normal Tribes mods and TCs.




Armor Basics
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Marines
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	Marines are not overly fast, and tend to be a fair bit less maneuverable than Eldar units(with the exception of the Eversor Assassin, who has his own section in this guide, as he ain't too user-friendly).
	Marines excel at taking and dishing out a lot of punishment. They are not affected as much as Eldar are from Biotoxin, and they have above average resistance to most weapon attack types.
	So, what is the Best marine unit? I hate when people ask this question. There is NO BEST armor...each serves an express purpose in battle. Some suck in close combat, others are close combat specific, utterly useless at long range. Your best bet with Marine units is to try each one, see what you like. Here is a brief overview of the units in the Marine forces, and their abilities.

NOTE: Unless otherwise specified, all marines have same movement rate, damage capacity, and other such stats.

Scout = Fast, Light. Specialized for infiltration and sniping. Don't expect to win a close combat battle unless you have some good strafing and dodging abilities.

Tactical= The most flexible troop in the entire TC. Uses more weaponry than any other unit, and as such can be suited to almost any task.

Devastator= Close range is not a forte of this armor. It can do it, but it is better suited to long range assaults with it's heavy weapons.

Assault= The only marine unit capable of flight. Best suited to close range fighting, since it lacks any real long range weapons. My favorite tactic is to swoop in, with Plasma Pistol or Shotgun firing, tossing Meltabombs into a group of enemies, and watching their deaths from high above as the bombs erupt. And let's not forget the Virus Launcher and Flamers.  Laugh as your enemies melt in front of you.

Terminator= Who needs speed when you have sheer brute force and the heaviest armor in the galaxy? This sweet baby may not move fast, but its Breaching Shields, and unit specific weapons make it a nightmare. Travel in groups of these guys for maximum effectiveness.

Techmarine= Not much to it. Buy stuff. Deploy stuff. Not a great combatant, period.

Librarian= The marines psionic unit. Versatile, but not as quick or focused as Eldar psychers.

Apothecary= This is the Marines medic. Again, not an excellent combatant, but worth it's weight for it's healing ability.

Eversor= Fastest , deadliest unit available to either force. Hard to hit due to it's low center of gravity(always prowling).However, it is easily killed. It is incapable of long range attacks. If you can see an eversor, you are usually already dead. Note that on death, they detonate, biotoxin splashing nearby units. 

Errant= The new unit for the mod, not in real 40k(just like Storm Daemon). The Errant is a cybernetic marine, more or less. It is same in speed, but takes more punishment. It is built entirely for close range, though its Ion Bolter is a deadly long range weapon. Very weak to electricity but strong resistance to most special damage types.

Eldar
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	The Eldar are not very well armored, but they are all faster than marines, and are all far more maneuverable. They possess superior technology , and are much more delicate in their use.
	Eldar are not made for storming bases without a thought. They simply can't soak up damage a well as a marine can. But in groups, Eldar are a truly deadly force. Especially organized squads.
	What is the best Eldar armor? As stated in the Marines section, none. They are all equivalent, suited to a specific task. Try them each. You may hate some, but one or two you are bound to like.

Ranger= Terrible close range unit. Extremely deadly sniper, and the only unit capable of cloaking. 

Swooping Hawk= The only Eldar flying unit, this is fast, maneuverable and deadly. A couple of well placed hits will take it out...if it ever touches the ground long enough.

Guardian= Well rounded unit. Can use various weaponry, and has good speed and maneuverability.

Wraithguard= Average speed and good armor, and some pretty mean weapon choices make this a viable Assault armor. Don't ever be without a Wraithcannon. You want it. Your enemies dont.

Dark Reaper= Close range it ain't too great, but medium to long range it is a battery of death. 

Storm Daemon= Almost immune to energy weapons, and capable of hovering/flying it is the most heavily armored Eldar unit, and most unique armor in general. It has unusual aerodynamics and thus cannot move and jump at the same time. Not that that makes any difference.

Bonesinger= Tech and Medic in one lovely package. Not a great combatant, but priceless for it's other uses.

Dire Avenger= Fast and decent armor, and the most efective user of the Shuriken Catapult.

Fire Dragon= Entirely based on incendiary and fusion type weapons, the Fire Dragon is a nightmare in close quarters and medium range, if employed correctly. Takes getting used to.

Warlock= Fast, and can use various psionics that a Librarian cannot.

Striking Scorpion= It's code aint done yet, but it will be a VERY good melee unit. Right now, its not overly useful. Try it if you like, though.



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Things to Remember-=-=-=-=
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Weapon Options for ammo types are available for various weapons, through the TAB menu.

You can Walk as opposed to always running, by moving forward, and then pressing backwards at same time. Very useful for slow, squad style advances.

Lock-ons with certain weapons are achieved by having a target dead-center on your crosshairs.

Storm Daemons heal from EMP and Electricity. Lasers have no effect. Keep this in mind when fighting them. Use bullet type weapons, especially Hellfire.

Hellfire=Acid
Inferno= Flame
Krak= Vehicle/Turret/etc killer
Haywire= EMP
Virus= Biotoxin

Don't forget your Beacon power(press B to use, by default.)

Only 3 armors have any sort of flight ability. Swooping Hawk, Storm Daemon and Assault Marines. Don't bother trying in other armors. Cuz it won't happen.

Inventory stations counter the effects of all special damage types and repair patches cure poison and biotox.  Don't waste them, but don't forget to use them either.

Cover is your friend. Don't walk around like you are god. Cuz the moment you think that you are DEAD. Use terrain to your advantage. Try to always travel in groups of 2 or more units.

It's not a race to get the most kills. It's a race to accomplish mission objectives. Don't let down your army. Play to win, not for yourself.

Total War Mode: Okay, we break the rules a little here.  You have a limited number of lives and your team can win a match by killing off all of the other team's players.  Those lives are very precious now so use a little forethought.  Well placed turrets and mines take on new meaning here as anything that can take one life is worth the placement.  If you know a dirty trick that doesn't involve spawn points or turrets inside the enemy base, use it and be prepared for the opposition to use the same tactics.

you mess with the code, we'll slap a lawsuit on yer ass. The models and such contained herein are copyright, and unauthorised use(modifed 40k servers) will result in legal action being taken.