Meanwhile the Necrons have their normal levels of hilarity with powerful honor guards (that can be both resurrected and even multiplied with the orb), in addition to now having an option that lets them say "Lol I win now" by teleporting an entire army of anti-building specialists directly on top of the HQ building you need to destroy in order to win.
My assault on the Eldar stronghold as the Necrons took me 20 minutes of solid fighting in their fortified "capital area". Their artillery would knock my necrons down, but since even my basic infantry groups had 2k HP, no morale, regeneration, and leader bonuses on top of that they would just heal and stand back up again completely fine again like 3 seconds later... only to be knocked down again after another 0.1 seconds. Sometimes they even got a shot off before they fell back down. They very very slowly managed to whittle down the defensive units and fortifications of the base, and not a single one of these infantry groups actually died. (They did slaughter all the vehicles I sent in during the course of the battle though).
The fight lasted so long that my Monolith even had the time to very slowly inch its across the entire map to get to the battle, and it combined with the base already having taken significant damage was enough to end the fight.
I did actually have some issues with the Eldar stronghold as Necrons, but that was due to one particular quirk with my strategy... Namely, the fact that the Essence of the Deceiver does not, in fact, have detection.
So I teleported the lord in, saw all the base with his detection, transformed into the Deceiver to call for the boys, called the boys in, and... Everything went stealth. 8 full squads of immortals just stood around aimlessly getting shot at by sneaky D-cannons for the remainder of the Deceiver timer, before reverting to the lord and regaining vision...
...and that, ladies and gentlemen, is why you take the Resurrection Orb
Just knocked out the Orks in my Chaos campaign, which ended up being way less painful than I'd anticipated, due primarily to the fact that orks have terrible detection options. And also possessed flames absolutely shatter orky morale, meaning that one squad could almost singlehandedly defend the killy spot from the flood of MANz coming down the hill. This is pretty much rounding out all the wargeear slots for Carron, which means I'm bumping into the options in his upgrades that actually reduce his damage and usefulness rather than improve it...
Soulstorm was fine as a game, iirc... not particularly better than dark crusade, but not meaningfully worse, either.
I mean, it
is kind of a bad look when several of the wargear/honor guard options erroneously refer to the Dark Crusade faction leaders rather than the ones in Soulstorm, and stuff like the Eldar seer council accidentally getting one of the guardsmen's lines when attacking the Chaos stronghold... Seer council? More like
Suh! council, amirite?