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Warhammer 40,000: Gladius - Relics of War Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Warhammer 40,000: Gladius - Relics of War Cheats

 
   
 
 
Warhammer 40,000: Gladius - Relics of War

Cheat Codes:
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Submitted by: David K.

How to Access The Debug Menu in-game:
-------------------------------------
Debug Mode is a “cheat” in Warhammer 40,000: Gladius - Relics of War that 
lets you access developer features of the game. 

Press Ctrl + D during a game – this enables debug mode.



Drukhari Tips:
--------------
First things first, Drukhari are an infantry-focused faction that hits its peak 
in the mid game and relies on mobility. Their early game is weak because you 
will be lacking the various buffs and synergies, and their units are baseline 
weak, especially the earlier units.

Also, their late game is also weak, because they lack really heavy combat focused 
vehicles and air units, or walkers. Their heaviest ground unit, Tantalus, is just 
a heavy assault transport like the Space Marine Land Raider. Not bad, but you 
won’t be playing tank warfare with the Drukhari, that’s for sure.

So, the goal for them should be to carefully scout in the early game, and attempt 
to gain the upper hand in the mid game by hitting at enemy weak spots and slowing 
their growth. If the game reaches Tiers 9-10 and you are still balanced with your 
opponent, you will be having a more difficult time once super heavies and other 
infantry-exterminators enter the game….

Economy wise their units are cheap, you shouldn’t struggle much BUT Drukhari are 
really influence starved. They definitely need a lot of influence, and you should 
store as much as you can in order to boost the loyalty of your cities (mechanics 
are still unclear to me but i noticed that it is not production that influences 
loyalty but total amount of influence, similar to Ork WAAAAAGH).

Of course Drukhari gain influence with each kill too, but you still need to make 
influence producers and not neglect them. Drukhari rely a lot on influence to use 
important abilities for both their units and faction-wide abilities too.

In terms of units, there are two styles of play and until you reach the end tiers,
you need to focus on one: Transport-based warfare and Combat Drug-based warfare… 
While you can develop both at the same time, it will slow you down, so it is more 
optimal to focus on one at early stages of the game.

The Transport based group are infantry units that can’t use Combat Drugs by 
default (there is a T10 research to allow all infantry to use them). Such units 
tend to be squishy on their own, and have less mobility. Since the Drukhari have 
3 assault transports, beginning with Venom, their basic vehicle, and ending with 
Tantalus, their heaviest unit, infantry that lacks combat drugs is better suited 
as an auxiliary carried unit rather than autonomous infantry.

You place the transport next to the target, unload the cargo, hit and kill, and 
then board the transport again in the next turn. Rinse and repeat. There is 
research to give significant buffs for 1 turn after exiting transports, that 
suit this playstyle.

Kabalite Warriors and Trueborne(this is a direct replacement of Warriors) should 
be used to kill organic units, Scourges for anti-vehicle and anti-building duties, 
and Incubi as your end game melee infantry that can deal damage to both armored 
and unarmored targets. You should also use the Archon hero with that group. 
Archon is a relatively well balanced combat support hero with nice weapons and 
the ability to soak overwatch easily.

The other group of units are those that can use combat drugs by default, the 
junkies, LOL. They tend to be more mobile even without the drugs, and can be 
deceptively tanky and deal decent damage too. Combat drugs are an ability that 
costs 20 influence for 10 turns, therefore it essentially adds an upkeep of 2 
influence per unit for as long as you use them.

The drugs initially give just a +33% number of attacks, but there are 4 other 
buffs to research with the latest at T6 (17% morale loss resistance, 33% feel 
no pain damage resistance, +50% melee damage, move through cover). Those buffs 
can really transform infantry units (and heroes). Especially melee ones. The 
first unit at T1 to unlock for drugs are the Wyches.

They are a somewhat squishy but fast and very hard hitting melee unit. Later 
you should upgrade to the Hellions, who should be your primary combat drug 
infantry until you reach T10 and can switch to Incubii with combat drugs and 
Tantalus transports. Hellions are great vs organic units and very mobile, they 
are also very cheap.

For anti-vehicle you should rely on Reavers and Ravagers, which you should 
spam alongside Wyches and Hellions, until you finally replace them with the 
Tantalus later. Don’t make the weaker transports since Wyches and Hellions 
are very mobile. The hero to use with this group is the Succubus. She is 
GREAT. She is basically the Drukhari alternative to the Ork Warboss. Initially 
she seems squishy, but don’t let her full you, she can be a beast!

She can deal insane amounts of melee damage when fully buffed, and can be 
suprisingly hard to kill if you stack her no feel pain buffs and give her 
defensive items. She is also mobile as well. Make sure you give her Dusk 
Blade in order to life steal. And watch her slaughter everyone. She also 
buffs other melee infantry up to +50% damage…. For the money, she is crazy 
aggressive.

I left some units out that are more generic and should be used for both 
routes. The Haemonculus hero is very important for buffs and heals. And his 
offensive ability can deal great damage to armor, especially heavy infantry 
like terminators…

That hero can also heal for free every turn the “builder” (doesn’t build 
anything, just clears tiles) unit, Wracks, with an additional ability. 
Wracks is a tanky infantry that can hold your line, assuming you want to 
hold a line with Drukhari, and can deal decent melee damage to infantry 
even in cover, and can also deal nice damage to monsters.

They are very slow though. Still, you should have 1-2 Wracks per each 
Haemonculus hero at least. There is also the Cronus monster unit, which 
is also important to have at least 1-2 at all times. Each time they have 
attacked in a turn, they gain a 6hp heal, and they also double the feel 
no pain bonus units gain at lvl 3 when next to it. It deals decent damage 
to infantry in cover as well.

When you combine Haemonculus, Cronus, and the other buffs units get, infantry 
becomes really impressive for the price. Just try to place them tactically 
next to each other to stack the buffs, since most auras are range 1.

As for the air units, they are decent. Nothing impressive but they get the job 
done, the first air unit is nice vs air and decent vs ground, and the bomber is 
better vs ground. Standar Gladius fare.

Soul Hunger abilities, the ones you can press at the up-left corner of the 
screen, should generally be spammed on cooldown. They ARE expensive but they 
are definitely worth it for all the buffs and income. That is why as i said you 
should definitely have lots of influence production.

Make sure you make enough influence per turn to pay for their upkeep. The 
ability to create a temporary Webway Gate is really cool, it allows you to either 
return to your base if you are far, or attack anywhere you want on the map if 
you are next to a Gateway. Can be very effective.



Tips for Adeptus Mechanicus:
----------------------------
-=Normal difficulty=-
* Level 1 research = 7 turns X 2 = 14
* Level 2 = 10 turns
* So in total 24 turns until you have have the hab fane (more people)
* Acquiere tile = 2 turns
* Infantry building = 6 turns
* Ore/electric /research = 4 turns

-=Basic build=-
* Build infantry building first = 6 turns
* Acquiere tile = turn 8
* Build ore = turn 12
* Acquire tile = turn 14
* Build food = turn 18
* Acquire tile = turn 20
* Build electrick = turn 24

- As adeptus mechanicus you get bonuses if you build all the same buildings 
  on a tile.
- So my tip is to acquire tiles for each different building.
- Also do not be afraid to build like 3 fabs in 1 go thy do not requiere population.
- Or as first building drop a research building down.



Useful Tips and Tricks:
-----------------------
-=A Few Quick Points=-
Neutrals ARE dangerous … but manageable. They guard areas and usually won’t 
pursue you very far. Neutrals form tribes (usually of neutrals of the same type) 
and will attack any nearby player unit when they have been enraged. ALWAYS expect 
that a larger area has at least some guards roaming around. If you see an artefact 
there are also enslavers around. Do NOT attack enslavers if you can’t finish them 
off in one or two turns.

Frag grenades are extremely efficient in dispatching weaker neutrals like kroot 
hounds – and generally weaker infantry units with many models.

-=Combat Tips=-
Cover – such as outposts, city tiles, ruins and forests are very important because 
they reduce incoming ranged attacks. Melee ignores cover.

Units often have more than one weapon which which they will attack. Pay attention 
to the various effects and ranges listed in the weapon tooltip … e.g. a unit may 
cause far less damage if it can only use one weapon due to range … or because its 
melee attack can’t harm a flying unit. Note that overwatch attacks are usually only 
made with ranged weapons.

Each model in a unit will deal damage … so a wounded unit that has lost models is 
less dangerous – also important for grenades.

Always try to retreat and heal your units if the situation is too dangerous. Healing 
is most effective on city tiles … and a little improved on outposts, too.

Thinking of outposts: don’t forget to buy items from the trader encampment with your 
heroes. Armour and weapons make them far more formidable. If you play Orks, buying 
items is especially easy – as you gain influence simply by fighting stuff (did I 
mention that Orks are great?).

-=Economy Tips=-
As Space Marine, don’t forget to drop ugly fortresses of redemption next to outposts. 
That way you get the percentage bonus from them for your city (usually only available 
when you claim the outpost with a city) instead of only the flat bonus.

Note that the bonus of regular tiles affects EVERY building you build on that tile that 
can harvest that resource.

Loyalty is less important for Space Marines (as the loyalty penalty for multiple cities 
doesn’t bother them), but you should still learn what it does. Positive loyalty speeds 
up production /resource production (percentage based, so less important for smaller 
numbers), negative loyalty does the opposite.

The gear symbol bonus – production resource – will speed up the production of any 
production building placed there (including that builds buildings) but is worthless 
for pure resource harvesting buildings.

If you think your build times are too long – build more unit production buildings of 
the same type (when you can get one, on a gear bonus tile).

Population is extremely important as every building needs one – unless you deactivate 
it. More space for free population => faster population growth.



Tips for Research:
------------------
First thing you should do is research towards your second city and prioritise getting 
a second city established. The eco boost from a second city far exceeds the loyalty 
penalty.

Always make sure you have enough population to staff your buildings. If you have more 
buildings than pop then production is going to slow.

Similarly, don’t let loyalty go too far below 0. Every -point in loyalty is a -2% 
production resource rate. Not too big of an issue at lower numbers but even at -10 
loyalty will slow your eco and production by 20%

I personally like to specialise my cities. Usually my second city will be the city 
focused entirely on resources because you will have a better chance to choose where 
you want to settle it. The first city I will usually use to build up unit production. 
2-3 barracks/factory each to increase production speed. For example, as imperial 
guard, I will usually look to settle my second city on volcanic areas to reap the 
bonuses from ore production to afford the tanks I’m pumping out of my first city 
with three manufactorums.

Utilise your factions abilities. With guard, use the edicts, with chaos, use the 
sacrifices and boons. It might feel like extra busy work but if you’re not using 
them, you’re handicapping yourself.



Tips to Research Technologies and More:
---------------------------------------
Written by ivan_rn

* Initially, it depends on the settings of your map and your faction, its features. 
For example, you can start playing with already open technologies. There are factions
that can receive a research bonus, or you can purchase research points or increase 
research production from “laboratories” using certain technologies.

* Traditional (standard) way: you build buildings for research. Usually, to access 
higher-level technologies, you need to open at least two technologies (this parameter
can be changed up or down in the map settings).

* Usually it is enough to build one or two buildings for technology research, but 
you can limit yourself to one. The sooner you build them, the better.

* What difficulty level are you playing on? If this is a very high level, then it 
is not surprising that bots build units in batches. Lower the difficulty first.

* Also, is it the difference in level that bothers you, or the fact that you can’t
cope with this stream of enemies? In principle, the computer opponent is not very 
smart, and therefore easily loses his units.

* If the bot builds a lot of new units, but you, playing on standard settings, do 
not, then it is obvious that you are not choosing the highest priority (in my 
understanding) technologies for research.

* In my opinion, you should focus on learning technologies that firstly allow you 
to build new unit production buildings, and secondly, technologies that allow you 
to create new types of units. Also, priority should be given to technologies for 
developing the city’s economy: loyalty, urban growth, increasing the radius of the 
city, constructive buildings – that is, buildings that accelerate construction in 
general.

* Secondly, there will be research that will allow you to use some kind of grenades, 
mines, or increase the damage and armor-piercing power of weapons. However, it all 
depends on the situation, style and stage of the game.



Tips and Tricks:
----------------
* Build influence and loyalty early. If they hit negative, your production stops. 
  Keep workers happy with Chaplains, chapels, and dormitories. Have the Chaplain 
  in the city to boost stats.
* Rotate 4 units of space marines in skirmishes. Look for resource bonuses while 
  they fight.
* Drop FoR near relics or stacked supply tiles for resource bonuses. Let enemies 
  attack them while your marines pick them off.
* Forget assault marines and devastators. Go for land speeders and dreadnoughts. 
  Get a librarian early for shockwave attacks.
* Research ‘orbital scan’ early to locate opponents and robots. Build a team of 
  dreadnoughts, a land speeder, and a librarian to scout.
* Once you have enough units, attack opponent cities in waves. Rotate to keep them
  fresh and heal between attacks.
 

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