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''Not to be confused with [[Humanity's Last Stand]].''
== Summary ==


'''FIRST OFF, THE CAPTURABLE POWER NODES DO NOT BRING EXTRA EXPERIENCE  FOR LEVELING UP, THEY ARE SCORE MULTIPLIERS, SO UNLESS YOU ARE A PRO AND WANT TO GET A HIGH SCORE DONT EVEN BOTHER, BEFORE THINKING ABOUT IT YOU NEED TO LEARN TO PLAY AND LEVEL UP YOUR HERO, THE HIGH SCORES WILL COME ALONE BY THEMSELVES ONCE YOU HAVE MASTERED THIS GAME.'''
[[Image:MuscleWizard.jpg|right|350px|thumb|An infinitely superior gameplay experience.]]


And now we can come with the rest...
The '''Last Stand''' is a multiplayer mode for [[Dawn of War 2]]. It was also released by itself as '''The Last Standalone.'''


It's a sidegame in Dawn of War 2, but despite that works much like CoD's "nazi zombies" in the fact that despite it not being the main thing, it's what people eventually become obsessed with. There is a major difference here, though, and that's that Dawn of War 2 is good, whereas the other game would best be expunged from the multiverse.
In the Last Stand, you and two other players take control of [[Warhammer 40,000]] characters, fighting wave after wave of AI attackers in an enclosed arena. The mechanics are basically the same as standard Dawn of War II, except you only control one unit (you can't even control summoned AI minions). There are twenty waves of increasing difficulty; each is themed around a particular force, so you won't fight [[Eldar]] and [[Orks]] at the same time, for example. If you die, your teammates must revive you; if all of you die, the game ends. You get a score at the end of the game, with modifiers for time, number of rounds without dying, control of the the two capture points on each map, and how many enemies you killed, as well as a bonus for completing all twenty rounds.
You've got six (seven if you paid for DLC, hurrdurr) characters to choose from (Ork Mekboy, Space Marine Captain, Lord General, Eldar Farseer, Tyranid Hive Tyrant, Chaos Sorcerer and Shas'O Commander). Yes, you heard me.


You've actually got a variety of builds to go off of despite it just being a 20 round survival match, but in the end most of the characters have maybe 2-3 builds you want to stick with. Three players have to survive the match aiding each other and constantly rezzing their partners.  (Why a space marine would be intelligent enough to team up with anything, I don't know.)  There's a lot of overpowered skills that needless to say become borderline useless as you progress, but it's still fun enough to make you play till 2 am.
There's also a metagame at work; each character has a variety of wargear, which is unlocked by playing the game (although this can become something of a grind). For the most part, each character has a number of interesting builds, and each character plays so differently that it's worth trying them all out.


Also, with the release of Retribution, there's a map without the asshat clones and with additional dakka. '''FUN!*'''
Although it's the "other" multiplayer mode, Last Stand is so much better than the original multiplayer that it's earned comparisons to Defense of the Ancients, a spinoff mod for [[Warcraft|Warcraft III]] that was so well-designed it launched an entire genre. Whereas Last Stand was tiny in ''Chaos Rising,'' it came into its own in ''Retribution,'' with the addition of a new map and tons of new wargear and the removal of a large number of incredibly annoying bugs. Eventually, it was launched as a standalone game, called the Last Standalone, although Relic didn't bother developing it further; they moved on to Company of Heroes 2, but that wasn't released until their parent company (THQ) fell apart and they were bought by SEGA (yes, that Sega).


Below you see a list of builds you may find useful to win the Last Stand, some of them need you to unlock the achievemetns or buy the DLC but come on, if you have the money and time to buy tabletop miniatures then this shouldnt be that hard for you, anyway, take note some of them are good in one map while in the other not so much, this is mostly due the clones from wave 16 in the Bloodied Colosseum making invulnerable oriented builds self-defeating, Anvil of Khorne DOES NOT  have a clone wave.


You must also know that the clones from wave 16 receive some bonus which make them stronger in normal combat, unless you have a plan or numerical superiority dont tray to go toe to toe against them.
===Tell Me More!===


NOTE: You can predict from where the doppelganger is coming,they always come from the same corner the banshees from wave 9 come.
The first map, Bloodied Colosseum throws you primarily against Eldar, Space Marines, Tyranids, and Orks - I.E. the four cardinal races. You will also periodically see a smattering of Imperial Guard units. At wave 16, the game throws, as a boss wave, 3 health-buffed clones of your heroes, who have AI scripts that allow them to revive one another and generally turn the match into a pass-or-fail session of how quickly your team can deliver a series of explosions directly on top of them and orbital strike them until the squad can see hell. At wave 20 these return, along with [[Araghast the Pillager]].


== Space Marine Captain ==
The second map, Anvil of Khorne, is widely-considered the better of the two maps, though it's far harder for newcomers to handle. It throws literally every race at the team, as well as bosses Superheavies throughout (so you will need to fight the Swarmlord, Battlewagon, Land Raider, Baneblade, et al). The final wave also drops [[Gabriel Angelos]], some squads of Termies and a Land Raider or two for fair measure. Interestingly, this is orders of magnitude easier than Bloodied Coliseum's reviving bosses with a capped-out team and generally more fun.
'''BUILD 1 - SELF-HEALING TANK'''


'''Gear you need:''' Inscribed Combat Shield, Lightning Claw, Sacred Relic Armor, Litanies of Zeal, Jump Pack, Parable of the Stalwart Brother, Dreadnought Drop Pod.
You all play hero units - there's one of each race, two of whom are classified as paid DLC. Interestingly, though each hero has about 2-3 "common" builds you'll see for them, there's enough customization and tactical choices that you can potentially come up with about a dozen viable builds for each. To further help you out, [[/tg/]] was nice enough to get these little guides together for your use:


'''Maps:''' Anvil of Khorne
*[[Last Stand - Farseer|Eldar Farseer]]
*[[Last Stand - Mekboy|Ork Mekboy]]
*[[Last Stand - Captain|Space Marine Captain]]
*[[Last Stand - Hive Tyrant|Tyranid Hive Tyrant]]
*[[Last Stand - Chaos Sorcerer|Chaos Sorcerer]]
*[[Last Stand - Lord General|Imperial Lord General]]
*[[Last Stand - Tau Commander|Tau Shas'O Commander]]
*[[Last Stand - Necron Overlord|Necron Overlord]]


'''Explanation:''' Keep fighting, every time you land a blow you heal yourself and your allies (including the dreadnought) 5hp, the Lightning Claw is the fastest weapon the captain has, more even than the chainsword, which by the way can only damage one target while the Claw can damage the whole squad and with the Relic Armor turns this into an area of effect attack so more enemy squads receive damage, in combination with your other items and the dread soaking up some of the enemy fire you may be able to clean a large chunk of the wave, remember, if the situation becomes to dire you always have the jump pack to escape, earning some precious seconds of life and regeneration, it also allows you to throw yourself and disrup enemy formations.
As you play, your hero of choice gradually levels up, earning new wargear and goodies to play with, including weapons, armor, accessories, and more, which is a major component of what makes the game so addicting - and even better, you can customize your hero's color and emblem using the army painter, for that psychological edge. Each character maxes out at level 20, at which point you have the option to reset to level 1 and earn accessories boosting one's in-game score.


'''BUILD 2 - ORBITAL NUKER'''
===Wise Words of Wisdom===


'''Gear you need:''' Bolter, Artificer Armor, Rite of Fortitude, Jump Pack, Parable of the Stalwart Brother, Orbital Targeting Beacon.
Play with "Grid Key" option enabled (via the game's main options). This will assign your abilities to the QWERTY row and attack stances etc. to the ASDF row of your keyboard. No more broken fingers by alternating between J and Q anymore and no need to look at the keyboard anymore.


'''Maps:''' Anvil of Khorne, Bloodied Colosseum
'''THE CAPTURABLE POWER NODES DO NOT BRING EXTRA EXPERIENCE FOR LEVELING UP, THEY ARE SCORE MULTIPLIERS, SO UNLESS YOU ARE A [[That Guy|"PRO"]] AND WANT TO GET A HIGH SCORE OR ARE ACHIEVEMENT HUNTING, DON'T EVEN BOTHER; BEFORE THINKING ABOUT IT YOU NEED TO LEARN TO PLAY AND LEVEL UP YOUR HERO, THE HIGH SCORES WILL COME ALONE BY THEMSELVES ONCE YOU HAVE MASTERED THIS GAME.''' The one upside is that the AI is programmed to take the points where they can, so simple tactic is capping them towards the end of each wave which will give you valuable breathing space at the beginning of the next.


'''Explanation:''' You are the nuker of the team, unleash the lance batteries! Remember the beams will take a bit of time to appear, so this is better used at the beginning of the wave when enemy units are spawned and wait for the spawning point gate to open, alternatively you can use the stun grenades which come with the bolter to keep your intended target in place, then the beams will do the job of immobilizing the enemies, by the way, try to stay out of danger as much as possible, while you have 225 hp you are not intended to be a tank, the hp is just for you to survive long enough to unleash your nukes, use your jump pack to help yourself.
'''Also, kills similarly do not give you extra experience, so don't worry about having your kills stolen because you think you'll level up slower. The only thing that determines your XP is what wave you reach in the end.'''


== Eldar Farseer ==
'''Far more pressing and important:''' On Bloodied Colosseum, you can predict from where the doppelgangers are coming from: they almost invariably come from the same corner where the first group of Eldar banshees from wave 9 came from or even earlier at wave 3 where the first pair of guardian squads spawn. Or earlier than that at level 2 where the pair of Hormagaunt squads spawn. On Anvil of Khorne you can predict where the Land Raider will spawn by watching for the spawn point of the last single group of Assault Marines of wave 4 (the walls that open last).
'''BUILD 1 - DECEIVER-RUNNER'''


'''Gear you need:''' Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Evasion, Runes of Fleetness, Spirit Stone of Vigor
* Big enemies are often less dangerous than the hordes that follow them. Ever heard of a [[Distraction Carnifex]]?
* Finish off units that lost life already to prevent them from doing further damage.
* Eldar walkers in Anvil of Khorne should be finished first, after clearing some Banshees.
* Shuriken Platforms need to be finished first in Colosseum, otherwise the Banshees will shred you.
* Warp Spiders should be finished before Banshees if you are fast enough to escape them for a while.
* Assault Marines and Marines with Plasma Guns should be finished first.
* Orks with jump packs should be finished first.
* At least one batch of Storm Troopers should be cleared before Ogryns.
* Attack the same units together with your buddies. The faster you finish off units, the better. Unless your weapons are worthless against these enemies and you have better targets.
* Do not resurrect fallen comrades unless it is really safe to do so: Enemies will deal enough damage to potentially kill you during the resurrection or shortly after it and the resurrected comrade starts so weak and probably with cooldown still in progress so that he is next. If you are the last one standing, do hit and run tactics until the enemies have been thinned enough to help your buddies. Also: Do not finish all enemies off before you rescued your buddies so they can heal up a bit and prepare for the next wave.


'''Maps:''' Anvil of Khorne, Bloodied Colosseum
Never mind that some people are dicks: if you dare to die in any round, they leave (Izual), if you use the tiny "glitch" spot in BC for your drone, people will leave (Malcador), and some people will leave if you "steal" their kills and some people don't give a fuck about their team mates, play fully alone, ignore any tactics and synergies and leave you to die and some just walk into your friendly fire continuously. And some will leave if you play "wrong".


'''Explanation:''' The most Eldar build ever, the idea of this build is to keep yourself out of the fight while you make the enemy do all the dirty work (sounds familiar to you? Yeah, you get the idea), keep casting Confuse on your enemies so they kill each other and Fleet of Foot whenever you see they are closing on to you (you are unshakable by the way, and the witchblade of Isha gives you a lot of energy), prioritize larger targets wheneve you can as they can one-hit other units, watch how wraithlords, carnifexes, Juggernauts, dreads and dreffs decimate their own armies. Oh, and remember wave 16 at Bloodied Colosseum? If you see a clone trying to resurrect another clone cast confuse, this will disrupt him, and don't worry about your clone SHE CANT CAST CONFUSE.
[[Category: Warhammer 40,000]]
[[Category: Video Games]]
[[Category: Dawn of War]]


'''BUILD 2 - RESURRECTER-RUNNER'''
===Mods Galore===
Thanks to a helpful member of the Steam Community, you can now enjoy Last Stand: Forgotten Emerald! Disgruntled about your Lord General only being able to pick one turret? Now he can pick three! He can also pick three troop choices and a retinue befitting of his command. Rocket run can be done twice or replaced by artillery barrage.


'''Gear you need:''' Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Warding, Runes of Fleetness, Spirit Stone of Vigor
Sorcerer became the Chaos Champion, who can offer his body to all four gods or Chaos undivided, from choppy to shooty (meaning: you can play pretty fluffy as Khorne Berserker, Plague Marine, Noise Marine, Rubric Marine).


'''Maps:''' Anvil of Khorne
Captain gets a few changes as well (want to be an Apothecary? An Assault Marine? Or a Techmarine keeping his twin linked double lascannon venerable Dreadnought and Tarantula alive while giving energy and feel no pain to others?).


'''Explanation:''' A variant of the DECEIVER-RUNNER, the RESURRECTER is built to keep your allies alive, you just stay out of the fight as much as possible as you need yourself alive, then, everytime you see an allied die run to him with Fleet of Foot, cast yourself Ward and resurrect him, tell your allies to fight, no matter if they are going to die again, as long as you stay alive you can resurrect them, while a bit tedious this strategy is great whenever you end in a team of newcomers or low hp nukers, as in the long run they will decimate the wave.
Other heroes were also changed: The Tau commander spawns two drones and got some reworked items.


== Tau Commander ==
Bloodied Colosseum is now much more tedious. Tanks and Walkers becomes machine of carnage and reduce your hero to a piece of smoking flesh.
*Note* The Tau Commander is by far the most diverse hero in the game, being able to easily switch between all rounder, tanks, fire support, and blob counters with a switch of only one or two items.
If you always dreamed of being overrun in wave 1 by mobs leading four tanks, this one is for you.


'''BUILD 1 - GOOMBA STOMPER'''
Anvil has been replaced by a Space Hulk map which offers buildings, friendly turrets and a bridge.


'''Gear you need:''' Xv8 'Armored' Crisis Battlesuit, Stimulant Injector, Shield Drone Controller, Command Issue Plasma Rifle, Coolant Injectors, Iridium Plated Shield, Anti Armor Missile Pod
Check it out here.
https://steamcommunity.com/app/56400/discussions/0/618459405722375947/


'''Maps:''' Anvil of Khorne, Bloodied Colosseum
You need a loader linked in the steam page to start playing and you should backup your local file that saves the equipments to switch between mod and original mode easily and without crashes.
New: The search function now works when the mod is active, and the loader opens a steam chat with many people to invite (or you invite someone already in your friends list).


'''Explanation:''' You are a short range, damage tanking jump trooper. Combining the heavy crisis suit with the Iridium shield gives you a double "heavy" trait, allowing you to instakill some blobs on impact from your jump (Tyranids in particular are vulnerable to this). The damage resistance provided makes the Commander nearly impervious to small arms fire, while the Stimulant Injector gives you a chance if any heavy melee units like Nobz get too close. Your main strategy will be disrupting blobs with your jumps while focusing on hard targets with your plasma rifle and missile pod. The Shield Drone will draw fire and provide damage resistance, while the Coolant Injectors allow you to hop around the map like a hyperactive frog that crushes blobs underfoot when it lands. This build is excellent for achieving the "Dynamic Entry" achievement, and for kiting mobs while slowly whittling them down in dire situations where your other two teammates are down and it is too risky to revive them.
A version of Last Stand was also backported to [[Dawn of War]] Soulstorm via mods, most notably being included as part of the Unification Mod. While obviously not as good due to having to be built from scratch, it means you can Last Stand with Sororitas and Dark Eldar if that's your thing.
 
== Mekboy ==
 
'''BUILD 1 - Lulzplosions'''
 
'''Gear you need:''' Pokkit Rockit, Zap Knife, Mad Teleporta pack, (recomended-Sturdy bits),Roks, Juiced Up tellyporta.
'''Explanation:''' With this build, lulz ensue as enemies that hit you, enemies you hit, and yourself, are randomly teleported around and explode, often killing them instantly. This can effectively deal with the "spamshee" wave (wave 9 on BC), as the sheer amount of victims causes humoungous groups of explosions (friendly fire is dealt by these explosions-Stay away from allies), this also means you have one ability, Roks, which will recharge thankfully fast allowing you to deal with enemies from the non melee waves. It is heavily recomended that you have a captain who can instantly revive you.

Latest revision as of 11:36, 21 June 2023

Not to be confused with Humanity's Last Stand.

An infinitely superior gameplay experience.

The Last Stand is a multiplayer mode for Dawn of War 2. It was also released by itself as The Last Standalone.

In the Last Stand, you and two other players take control of Warhammer 40,000 characters, fighting wave after wave of AI attackers in an enclosed arena. The mechanics are basically the same as standard Dawn of War II, except you only control one unit (you can't even control summoned AI minions). There are twenty waves of increasing difficulty; each is themed around a particular force, so you won't fight Eldar and Orks at the same time, for example. If you die, your teammates must revive you; if all of you die, the game ends. You get a score at the end of the game, with modifiers for time, number of rounds without dying, control of the the two capture points on each map, and how many enemies you killed, as well as a bonus for completing all twenty rounds.

There's also a metagame at work; each character has a variety of wargear, which is unlocked by playing the game (although this can become something of a grind). For the most part, each character has a number of interesting builds, and each character plays so differently that it's worth trying them all out.

Although it's the "other" multiplayer mode, Last Stand is so much better than the original multiplayer that it's earned comparisons to Defense of the Ancients, a spinoff mod for Warcraft III that was so well-designed it launched an entire genre. Whereas Last Stand was tiny in Chaos Rising, it came into its own in Retribution, with the addition of a new map and tons of new wargear and the removal of a large number of incredibly annoying bugs. Eventually, it was launched as a standalone game, called the Last Standalone, although Relic didn't bother developing it further; they moved on to Company of Heroes 2, but that wasn't released until their parent company (THQ) fell apart and they were bought by SEGA (yes, that Sega).


Tell Me More![edit]

The first map, Bloodied Colosseum throws you primarily against Eldar, Space Marines, Tyranids, and Orks - I.E. the four cardinal races. You will also periodically see a smattering of Imperial Guard units. At wave 16, the game throws, as a boss wave, 3 health-buffed clones of your heroes, who have AI scripts that allow them to revive one another and generally turn the match into a pass-or-fail session of how quickly your team can deliver a series of explosions directly on top of them and orbital strike them until the squad can see hell. At wave 20 these return, along with Araghast the Pillager.

The second map, Anvil of Khorne, is widely-considered the better of the two maps, though it's far harder for newcomers to handle. It throws literally every race at the team, as well as bosses Superheavies throughout (so you will need to fight the Swarmlord, Battlewagon, Land Raider, Baneblade, et al). The final wave also drops Gabriel Angelos, some squads of Termies and a Land Raider or two for fair measure. Interestingly, this is orders of magnitude easier than Bloodied Coliseum's reviving bosses with a capped-out team and generally more fun.

You all play hero units - there's one of each race, two of whom are classified as paid DLC. Interestingly, though each hero has about 2-3 "common" builds you'll see for them, there's enough customization and tactical choices that you can potentially come up with about a dozen viable builds for each. To further help you out, /tg/ was nice enough to get these little guides together for your use:

As you play, your hero of choice gradually levels up, earning new wargear and goodies to play with, including weapons, armor, accessories, and more, which is a major component of what makes the game so addicting - and even better, you can customize your hero's color and emblem using the army painter, for that psychological edge. Each character maxes out at level 20, at which point you have the option to reset to level 1 and earn accessories boosting one's in-game score.

Wise Words of Wisdom[edit]

Play with "Grid Key" option enabled (via the game's main options). This will assign your abilities to the QWERTY row and attack stances etc. to the ASDF row of your keyboard. No more broken fingers by alternating between J and Q anymore and no need to look at the keyboard anymore.

THE CAPTURABLE POWER NODES DO NOT BRING EXTRA EXPERIENCE FOR LEVELING UP, THEY ARE SCORE MULTIPLIERS, SO UNLESS YOU ARE A "PRO" AND WANT TO GET A HIGH SCORE OR ARE ACHIEVEMENT HUNTING, DON'T EVEN BOTHER; BEFORE THINKING ABOUT IT YOU NEED TO LEARN TO PLAY AND LEVEL UP YOUR HERO, THE HIGH SCORES WILL COME ALONE BY THEMSELVES ONCE YOU HAVE MASTERED THIS GAME. The one upside is that the AI is programmed to take the points where they can, so simple tactic is capping them towards the end of each wave which will give you valuable breathing space at the beginning of the next.

Also, kills similarly do not give you extra experience, so don't worry about having your kills stolen because you think you'll level up slower. The only thing that determines your XP is what wave you reach in the end.

Far more pressing and important: On Bloodied Colosseum, you can predict from where the doppelgangers are coming from: they almost invariably come from the same corner where the first group of Eldar banshees from wave 9 came from or even earlier at wave 3 where the first pair of guardian squads spawn. Or earlier than that at level 2 where the pair of Hormagaunt squads spawn. On Anvil of Khorne you can predict where the Land Raider will spawn by watching for the spawn point of the last single group of Assault Marines of wave 4 (the walls that open last).

  • Big enemies are often less dangerous than the hordes that follow them. Ever heard of a Distraction Carnifex?
  • Finish off units that lost life already to prevent them from doing further damage.
  • Eldar walkers in Anvil of Khorne should be finished first, after clearing some Banshees.
  • Shuriken Platforms need to be finished first in Colosseum, otherwise the Banshees will shred you.
  • Warp Spiders should be finished before Banshees if you are fast enough to escape them for a while.
  • Assault Marines and Marines with Plasma Guns should be finished first.
  • Orks with jump packs should be finished first.
  • At least one batch of Storm Troopers should be cleared before Ogryns.
  • Attack the same units together with your buddies. The faster you finish off units, the better. Unless your weapons are worthless against these enemies and you have better targets.
  • Do not resurrect fallen comrades unless it is really safe to do so: Enemies will deal enough damage to potentially kill you during the resurrection or shortly after it and the resurrected comrade starts so weak and probably with cooldown still in progress so that he is next. If you are the last one standing, do hit and run tactics until the enemies have been thinned enough to help your buddies. Also: Do not finish all enemies off before you rescued your buddies so they can heal up a bit and prepare for the next wave.

Never mind that some people are dicks: if you dare to die in any round, they leave (Izual), if you use the tiny "glitch" spot in BC for your drone, people will leave (Malcador), and some people will leave if you "steal" their kills and some people don't give a fuck about their team mates, play fully alone, ignore any tactics and synergies and leave you to die and some just walk into your friendly fire continuously. And some will leave if you play "wrong".

Mods Galore[edit]

Thanks to a helpful member of the Steam Community, you can now enjoy Last Stand: Forgotten Emerald! Disgruntled about your Lord General only being able to pick one turret? Now he can pick three! He can also pick three troop choices and a retinue befitting of his command. Rocket run can be done twice or replaced by artillery barrage.

Sorcerer became the Chaos Champion, who can offer his body to all four gods or Chaos undivided, from choppy to shooty (meaning: you can play pretty fluffy as Khorne Berserker, Plague Marine, Noise Marine, Rubric Marine).

Captain gets a few changes as well (want to be an Apothecary? An Assault Marine? Or a Techmarine keeping his twin linked double lascannon venerable Dreadnought and Tarantula alive while giving energy and feel no pain to others?).

Other heroes were also changed: The Tau commander spawns two drones and got some reworked items.

Bloodied Colosseum is now much more tedious. Tanks and Walkers becomes machine of carnage and reduce your hero to a piece of smoking flesh. If you always dreamed of being overrun in wave 1 by mobs leading four tanks, this one is for you.

Anvil has been replaced by a Space Hulk map which offers buildings, friendly turrets and a bridge.

Check it out here. https://steamcommunity.com/app/56400/discussions/0/618459405722375947/

You need a loader linked in the steam page to start playing and you should backup your local file that saves the equipments to switch between mod and original mode easily and without crashes. New: The search function now works when the mod is active, and the loader opens a steam chat with many people to invite (or you invite someone already in your friends list).

A version of Last Stand was also backported to Dawn of War Soulstorm via mods, most notably being included as part of the Unification Mod. While obviously not as good due to having to be built from scratch, it means you can Last Stand with Sororitas and Dark Eldar if that's your thing.