Okay, after two solid weeks of playing all I can say is:
this game rules...
Here's a rundown of the factions, upgrades etc...
Space Marines:
The Blood Ravens return in DC to purge Kronus of the Alien, the Mutant and the Heretic. Space Marine players have nothing to worry about, the Emperor's finest are still hard-hitting as ever with a comfortable selection of weapons and units at their disposal. The Space Marines strength has always been their versatility. They have a unit for ANYTHING. Need range? Whirlwind. How about some anti-tank weapons? Heavy Bolters all you need. The Chaplain also gives the Space Marines some much needed Spell Support since its essential Morale that determines the survival of the Squad. DC's new addition are the Grey Knights, tough Daemon Hunters who really kick ass against Chaos but are pretty average against anything else. Unless a Bloodthirster's breathing down your neck or Chaos is massing Possessed Squads and Khorne Beserkers, you'll most likely stick with Terminators.
The Imperial Guard:
The galaxy's biggest dumbasses...or its bravest men. Your choice. The Guard like in Winter Assault are a swarming faction. The "Numbers wins the day" tactic still seems like the best way to go for the Guard but it ain't just mindless swarming especially when your men drop like flies against an Ork Waaagh! Commisars are a MUST. Karskins do best in defensive roles and Snipers are essential in picking off Heroes (a tactic that drops enemy morale for his attached squad drastically). The Guardsmen act as a screen for what really wins battles for the Imperial Guard: the tanks. The Lehman Russ tanks are some of the best basic vehicles you'd ever hope for. Just four of these babies can kick a helluva lot of ass...to say nothing of the Baneblade (my fave vehicle in the gain. The sight of one will really make you think twice). The new addition to the Guard are the Heavy Weapons Team. Not very useful offensively but they do make nice additions as defense especially in bare requisition points or relics. One tactic I've figured out is the "Circle of Death" where you deploy about three of them around the opening of an enemy base while your Guardsmen do the dyi...I mean fighting. Support them with Flamers and Lehmanns and nothing short of a Monolith can get out...theoretically. With the Imperial Guard, everything's a dice roll.
Necrons:
I was really looking forward to playing as the Necrons when I first got the game. The Servants of the C'Tan did not disappoint. The Necrons are a powerhouse of a faction, comparable to Chaos Space Marines. Unlike the other factions, the Necrons do not require two types of resources (or three if you count the Ork Waaagh!), they only need power...which can be a bane or a boone. The Necrons are slow movers, quick hit and run strikes are possible only with the Necron Summoning ability which allows Necron Warriors (the backbone of any Necron army) to teleport to any Necron building on the map save for the Gauss Turret. The Necron strength is simple: the longer the fight lasts, the stronger they get. Their ability to reassemble even when the Squad is near destruction is a remarkable trait, keeping them fighting. Add that to the Tomb Spyders that can respawn fresh Necron units by gathering fallen bodies and the Necron Lord's mass resurrection, the longer a fight lasts, the more likely you're going to win. My only gripe with the Necrons is their lack of range...and the utter importance of the Monolith. Necrons don't really have much heavy vehicular support (considering how often they get up, I suppose they don't need it) to assist them in a frontal assault. As such, factions like the Tau and Eldar vehicles tend to rip Necron infantry to shreds before the real fighting starts. The problem with the Monolith is that its everything: Its your HQ, its your Production centre (all units are produced in the Monolith. Building other buildings only unlock new units) and its your Ultimate weapon. Its pretty good news bad news. When used corectly, a Monolith can help act as an excellent pre-emptive strike, softening up or outright destroying enemy defenses for your men to attack. When used wrongly, a Monolith cn get in the way of your assault, its shockwaves interuptting battles and damaging your own units. It ain't cheap either. Once a Restored Monolith (final form) is destroyed, it returns to its place of construction as an awakened monolith though heavily damaged. To have it become a Restored Monolith once more, you need to repair it...then spend another 1000 power on it. A way to save time is to build three monoliths, upgrade them all to their 2nd highest form and take turns transforming them. Saves time if you plan on mounting another assault though costly.
To be continued...