What you could add/change

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Alsharys
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What you could add/change

Post by Alsharys » Wed Jul 25, 2018 9:22 pm

Hello everyone.
I hope I am in the good spot to make such a post.

First I'd like to salute the entire team for releasing such a good game.
I already played dozens of hours.
Here's a list of what might need to be changed and a list of what may be added (I pray for that!)

What needs to be changed :
-Kastelan robots are way too powerful. They deal great damage and have a great armor. The armor should be lowered a bit, since it's a single unit and not a squad, firepower can't be reduced by killing a member.
-I don't get why when I finish a quest, the next act appears like randomly. Like for example the IG appearing in orks campaign, or the enslavers assaulting the IG bases... It almost ruined my game because I had no way to know when and where they will appear. Maybe I am missing something. If not maybe a turn counter could be added, and the quests with could be a little easier, because with the firepower required all IA could be wiped out easily, so what's the point in doing campaign?

What I'd like to see :
-For Khaine's sake bring the eldar. My most favourite race :-).
-A world conquest map, like the war for the ring in battle for middle earth.
-Alternative quests just to get some rewards throughout a game.
-Make subfactions (like chapters for SM) for every race with advantages/disadvantages...

ErissN6
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Re: What you could add/change

Post by ErissN6 » Wed Jul 25, 2018 11:57 pm

Alsharys wrote:
Wed Jul 25, 2018 9:22 pm
-Kastelan robots are way too powerful.
Not way too, maybe a little. At least I prefer them as neibourgh than the scorpions..
-quest almost ruined my game, with the firepower required, all IAs could be wiped out easily, so what's the point in doing campaign?
Yeah.
-bring the eldar
Waiting for Chaos Marines.
Waiting too for bayonets to be researched (for SM, as Chaos may have them by default). I liked them, playing Blood Angel SM in old Space Crusade boardgame. Gretchin skewers!
-Make subfactions with advantages/disadvantages.
You are supposed to build them yourself, using the research and production.

Blaze1st
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Re: What you could add/change

Post by Blaze1st » Thu Jul 26, 2018 2:57 pm

I just want Tyranids... ^^

Alsharys
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Re: What you could add/change

Post by Alsharys » Thu Jul 26, 2018 3:04 pm

I ll trade any Kastelan for a scorpion, any time ^^.
You are supposed to build them yourself, using the research and production.
I know, but I feel like it's not enough. I don't ask much but just some little changes, for strategy and for immersion.

packnight1
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Re: What you could add/change

Post by packnight1 » Fri Jul 27, 2018 2:32 am

if I could add anything it would be this faction as I think it would be very interesting. I Don't have a complete idea of how it would work but this is my rendition.
the only thing I know is I would not want it to be a very large force stuck to a few cites or a city like the space marines and many out posts that expanded a few hexes. the outpost would provide repair posts and all buildings would be built by the saristan's similar to the techprest for imperial guard. the main structure would be made of a drop keep and expand out ward with research you could build a few more but not many (cost prohibitive would be best the way I go about it I think) and every unit would be expensive to build so at turn 200 you should only have about 20 of them.

Gladius imperial knight faction
Units
Wargalive- beginning units 2
Paladin –requires saristan forge shrine / basic unit
Gallant-research gallant
Crusader –research crusader
Errant –research errant
Castellan- research larger frame / castellan
Valiant-close quarter combat / valiant
Saristan
Heroes
Baron in creastus knight castigator
Kings ward in knight acastus knight porphyroin
Herald in creastus knight lancer

Buildings
Grand hall
Chamber of echos
Kings throne
Hab center
saristan forge shrine
drop keep



research
1
saristan forge shrine
scouting parties
saristan
chamber of echos
extra armour
2
Hab center
Serfs
Melta gun
Thunder fist
Heraldry
3
Avenger gatling
Thermal cannon
Throne mechanicus
Ancient wisdom
Aqulia
4
Omnissiah’s blessing
Code chivalric
Free blade
Titan hunters

5
Stabilizers
Honor and duty
Adamantium hull
Family heraldry
6
Machine spirt
Drop keep
Heirloom weapons
Titanic feet
7
Heavy flamer
Twin Icarus cannons
Auto cannons
Elite scion
8
Storm spear missle pod
Iron storm missile pod
Baron

9
Herald
Kraken bolts


10
Kings ward

blurgalsklech
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Re: What you could add/change

Post by blurgalsklech » Sat Jul 28, 2018 7:17 pm

I would add a diplomacy function. A minimal one. It is not unheard of for temporary alliances. Obviously they don't last. No diplomacy victory unless it's for the Tau race added later on. But a minimal diplomacy function would be nice.

More quests.

Army painter.

ErissN6
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Re: What you could add/change

Post by ErissN6 » Sat Jul 28, 2018 7:34 pm

blurgalsklech wrote:
Sat Jul 28, 2018 7:17 pm
I would add a diplomacy function. A minimal one. It is not unheard of for temporary alliances. Obviously they don't last.
They last at least for a battle. So you have already a very basic diplomacy: you set the sides before the battle.

Mikazan
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Re: What you could add/change

Post by Mikazan » Thu Aug 02, 2018 11:33 am

Suggestion ^^
I think that AM city is not unique at all. Edict system is smth generic for all Imperium factions. As for me - i think that AM should represent restoration of the world. Its easy to build some bunkers for your infantry, but what about manufactorum or void-port? I guess it may be good to lock this buildings to the titles with imperial ruins. I.e. - AM will need to stick to the restoration of the world from ruins, giving more sence for imperial ruins all over gladius.

Renegademaster
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Re: What you could add/change

Post by Renegademaster » Mon Dec 16, 2019 2:02 am

Swap Units
The ablity to swap 2 unit positions without having to go via an empty square! This will make army positioning much easier.

Transports
Getting units accross the map can be tedious. There are flying transports so why not basic ground transports that unlock early/mid game.
EG. Rhino & Chimera transports.

Quest Triggers
I think allot of players just plough through the fairly easy starter quests, then get dumped into The Invasion and final quest with the horde of robots way before they are ready for them. These quests should either be limited by turn timer, the last quest could only trigger once all other players are wiped out - making it an end game mission. We all love a few extra turns after all.

Propper Drop pods
Space marine units should deploy from drop pods anywhere you can see on the map. You have to pay requisition for them to come in from orbit so this seems to make sense.

Renegademaster
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Re: What you could add/change

Post by Renegademaster » Mon Dec 16, 2019 5:29 am

Swap Units
The ablity to swap 2 unit positions without having to go via an empty square! This will make army positioning much easier.

Transports
Getting units accross the map can be tedious. There are flying transports so why not basic ground transports that unlock early/mid game.
EG. Rhino & Chimera transports.

Quest Triggers
I think allot of players just plough through the fairly easy starter quests, then get dumped into The Invasion and final quest with the horde of robots way before they are ready for them. These quests should either be limited by turn timer, the last quest could only trigger once all other players are wiped out - making it an end game mission. We all love a few extra turns after all.

Arthanell
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Re: What you could add/change

Post by Arthanell » Sat Mar 07, 2020 6:36 pm

Hello everyone, here is my idea for "secondary" faction, when all main ones are out and there will be some place left for not purely original and most popular ones.

Lost and Damned - faction which relays on great numbers, gifted warriors and warp craft with variable but limited vehicle choices

Initial challenge: Hard
Slaves to darkness: Inexpensive initial melee and range infantry
Warp craft: Psychic units with various psychic abilities and possibility of summoning powerful daemons
Rocket artillery: Extremely long-range artillery
Gifts of Chaos: Endow individual units with gifts of the gods to increase the unit´s powers
Sovereign´s will: Enforce population to work harder to increase city output
Sight of the Gods: Dark Gods judge the fate of the chosen ones

Heroes:
Champion – melee hero
Heretek – vehicle/economic support hero
Magister – mighty leader with psychic abilities
Infantry:
Mutant horde – mass melee infantry, found new cities
Cult fighters – mass range infantry
Mortar team – heavy weapons infantry
Beastmen – fast melee infantry
Witches – psyker infantry
Disciples – heavy melee infantry
Daemon host – levitating unit with psychic abilities
Bloodthister – monstrous daemon which is devasting in melee and can fly across difficult terrain
Vehicles:
Goliath truck – recon/fast transport
Stalk tank – walker vehicle
Manticore – rocket artillery
Beast – daemon tank
Aircraft:
Hell Blade – fighter
Harbringer – bomber

Buildings:
Spire – headquarters building that generates resources
Empyrean manufactorum – building that constructs new buildings and generates research
Slaughterhouse – building that harvest food
Empyrean generator – building that generates energy
Ore mines – building that harvest ore
Seer´s chamber – building that generates influence
Forbidden library – building that generates research
Dark basilica – building that increases loyalty
Serf huts – building that increases population limit
Fort – building that produces cult fighters, mortar teams and disciples as well as increases loyalty
Mutant den – building that produces mutant hordes and beastmen as well as increases population limit
Sovereign´s palace – building that produces heroes as well as generates influence and increases loyalty
War forge – building that produces ground vehicles as well as generates energy and research
Witch coven – building that produces witches and daemon hosts as well as generates energy and influence
Warp port – building that produces aircraft as well as generates ore and influence
Summoning circle – building that produces bloodthirsters and generates research and influence

Research
Tier 1:
Frag grenade – unlocks for heroes, cult fighters, mortar teams and disciples
Fort – unlocks new building and cult fighters
Sovereign´s palace – unlock new building and champion hero unit
War forge – unlocks new building and goliath trucks
Fanaticism – increase morale of gifted unit
Tier 2:
Krak grenade – unlocks for heroes, cult fighters, mortar teams and disciples
Heretek – unlocks new hero unit
Serf huts – unlocks new building
Dirge caster – grants goliath trucks and stalk tanks ability to prevent overwatch attacks
Enforcement – temporary increase production of targeted city
Tier 3:
Beastmen – unlocks new unit
Stalk tank – unlocks new unit
Magister – unlocks new hero unit
Dark basilica – unlocks new building
Life shard – restore hit-points of heroes, cult fighters and disciples
Tier 4:
Empyrean manufactorum – unlocks new building
Harvest – temporary increase food production of targeted city
Intensive mining – temporary increase ore production of targeted city
Strength of Berzerker – increase melee damage of gifted unit
Warpborne ammunition – increase the armour penetration of autoweapons
Tier 5:
Witch coven – unlocks new building and witches
Manticore – unlocks new unit
Call of the Dark Gods – increase the tile acquisition radius of cities
Dark oatsh – temporary increase influence generation of targeted city
Extra infantry armor – increase the armour of infantry
Tier 6:
Disciples – unlocks new unit
Beast – unlocks new unit
Visions of future – temporary increase research production in targeted city
Temporal Distortion – gifted unit can move more freely
Warpbound weaponry – increase the armour penetration of melee weapons
Tier 7:
Warp port – unlocks new building and hell blades
Extra Vehicle armour – increase the armour of vehicles
Daemonbone casing – increase the armour penetration of grenade, missile and blast weapons
Ichor blood – gifted unit caused damage to attacker when is harmed in close quarters
Festival of Lust – temporary increase population growth of targeted city
Tier 8:
Daemon host – unlocks new unit
Hammer of Wrath – unlocks new action for champions, disciples, bloodthisters and beasts
Nexus of Doom – increase the tile acquisition radius of cities
Smoke launcher – grants stalk tanks and beasts ability to launch a smoke screen that increases range damage reduction
Overload – temporary increase energy production of targeted city
Tier 9:
Harbringer – unlocks new unit
Forbidden energies – increase the armour penetration of las and plasma weapons
Arcane Occulum – increase accuracy of gifted unit
Daemon weapons – grants heroes and disciples life steel ability with melee attacks
Hordes of Chaos – decrease cost of mutant hordes and cult fighters
Tier 10:
Summoning circle – unlocks new building and bloodthisters
Sight of the Gods – from now on there is a chance for heroes’ units to be elevate into mighty daemon prince or suffer the disgrace of turning into chaos spawn
For the Dark Gods – temporary increase loyalty of targeted city
Fragment of Immortality – gifted unit has ability to cheat death
Jehgenesh – allows summoning of unique warp beast to temporary increase effectiveness of owned special terrain feature

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