Search found 37 matches
- Sun Apr 05, 2015 1:02 pm
- Forum: Mods and Scenario Design
- Topic: Mod: Tyranids full faction addon v1.06b (70 variants)
- Replies: 35
- Views: 39684
Re: Mod: Tyranids full faction addon v1.05b (70 variants)
How to add both Tau and Tyranids at once?
- Sun Apr 05, 2015 11:48 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Total Balance Overhaul, Tyranid Tau Compatible
- Replies: 18
- Views: 20196
Re: Total Balance Overhaul, Tyranid Tau Compatible
How do you do that? I wish to make mod, in which you command regiment, but I am thinking about scale.The scale of the game has been changed dramatically. The basic unit is now platoon sized.
- Wed Jan 07, 2015 7:06 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Unit and unit types review
- Replies: 19
- Views: 6466
Re: Unit and unit types review
That's okay. Mine die every time armor much as look in their way, and constant repair hurts.Dayta wrote: Ever since the buff the AT support squad kills stompas fairly easily.
- Wed Jan 07, 2015 7:04 pm
- Forum: Mods and Scenario Design
- Topic: Chaos Mod v0.2
- Replies: 6
- Views: 11285
Re: Chaos Mod v0.2
Havocs are like Devastators, but mine got Lascannons, and this can be truly dangerous to enemy armor. Predators and Chaos bikes aren't really different from their SM equivalent, but I'll think of some cool upgrades. Land Raiders are stronger than thier SM equivalents: they carry 6 Lascannons, Combi-...
- Wed Jan 07, 2015 7:00 pm
- Forum: Mods and Scenario Design
- Topic: Chaos Mod v0.2
- Replies: 6
- Views: 11285
Re: Chaos Mod v0.2
New version is out! Added Havocs with Heavy Bolters and Lasers, Predators (Annihilator and Destructor), Chaos Bike, Land Raider (as transport and tank) and Helltalon. Also, I created a small, but intense scenario, Surrounded by Enemies. You can play in it both as Chaos and as Guard, and heavy fighti...
- Tue Jan 06, 2015 9:53 pm
- Forum: Mods and Scenario Design
- Topic: Chaos Mod v0.2
- Replies: 6
- Views: 11285
Chaos Mod v0.2
Finally, I got some free time and spend it to do something cool: Chaos units and a small scenario where you have to play with them (or aganist them). Now mod contains Heretics, Heretic Guardsmen (normal, with mortars and missile launchers), Chaos Space Marines, Raptors, Chaos Rhino, Vindicator and D...
- Mon Jan 05, 2015 5:08 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Unit and unit types review
- Replies: 19
- Views: 6466
Re: Unit and unit types review
That's too slow... You could rest them after they have taken out major threats.. leave the infantry and normal tanks mop up to the grunts. I could, yes... but their firepower is just too good to be left behind. Besides, nobody ever fire on them, so my Reavers are marching alongside with infantry an...
- Mon Jan 05, 2015 9:50 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Unit and unit types review
- Replies: 19
- Views: 6466
Re: Unit and unit types review
That's too slow...Bersercker wrote:Actually, you can repair them using rest&refit, they'll restore 1 hp that way.
- Sun Jan 04, 2015 10:36 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: How much Glory do you have?
- Replies: 31
- Views: 21028
Re: How much Glory do you have?
Start of Act 3: 65k.
- Sun Jan 04, 2015 7:04 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Unit and unit types review
- Replies: 19
- Views: 6466
Re: Unit and unit types review
Thats some strange feedback, what difficulty setting are you playing? and all my games were on a Normal level Had few 8-10 stars Imperial guard riflemen and Mortar Support units in the middle of Act II, why you say I will not be getting elite infantry? Umm... that mission is middle of Act I. In Act...
- Sun Jan 04, 2015 6:01 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Unit and unit types review
- Replies: 19
- Views: 6466
Unit and unit types review
First, a bit about myself, to put things into perspective. I am a pretty casual player, and all my games were on a Normal level. Most of them were with huge amount of points left, but there were a few times when I was without points at all (last moves on Last Stand at Acheron). This is a casual play...
- Fri Jan 02, 2015 9:50 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Post Campaign Summary - Share your war stories!
- Replies: 5
- Views: 3619
Re: Post Campaign Summary - Share your war stories!
This, so much times. I basically use scouts as one-time units, because they every time they spot a large number of enemies.TShirtFlashlight wrote:This wouldn’t be so high if Scout units can double move. Their blood is on your hands , devs!![]()
- Fri Jan 02, 2015 11:34 am
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Aerial units
- Replies: 18
- Views: 6991
Re: Aerial units
If future game updates change aerial units are only targetable by anti-air units (Hydra / Flakk Gun) , they might finally be worth using. This, many times. Chance to dodge just isn't enough to make them useable: given thier weak armor and low HP, they need total immunity to not-AA weaponry to stop ...
- Mon Dec 08, 2014 6:25 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Small note on Armageddon
- Replies: 2
- Views: 1128
Re: Small note on Armageddon
Do you think a mod could, and should, make an attempt at super large troops and scale? I think we definitely should! With LOS and tactical-level mechanic we can't make grand strategy, but we surely can make mods, in which one unit will equal to one company. On this level, local terrain like forests...
- Mon Dec 08, 2014 3:54 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Small note on Armageddon
- Replies: 2
- Views: 1128
Small note on Armageddon
So, I played enough to build my own opinion about Armageddon, and I doubt it will change soon (I played Tutorial, Act 1 and halfway through Act 2). The only real trouble I have with the game is that ultimately it isn't I wanted for years. For years I wanted grand strategy in the universe of WH40k. A...
- Fri Dec 05, 2014 7:20 pm
- Forum: Warhammer® 40,000® Armageddon™
- Topic: Strange weapon stats and balance.
- Replies: 4
- Views: 2258
Re: Strange weapon stats and balance.
I think this is the balance thing. Although I can't explain, why should Shoota Boys be able to damage tanks, and Wartrucks with their Zzap Guns - not.
- Fri Dec 05, 2014 5:31 pm
- Forum: Mods and Scenario Design
- Topic: Storm Troopers Mod v0.1
- Replies: 3
- Views: 3766
Re: Storm Troopers Mod v0.11
And... after a few minutes I guessed how to add them into main campaign. Wasn't that hard
but I don't know if I must change every avail.whdat to make them stay. Anyway, you can take them from Relief Operation: http://rghost.ru/59441076

- Fri Dec 05, 2014 5:18 pm
- Forum: Mods and Scenario Design
- Topic: Storm Troopers Mod v0.1
- Replies: 3
- Views: 3766
Storm Troopers Mod v0.1
So... I added Storm Troopers in the game and made a custom scenario with them, but image sucks and there is no animation yet :( I'll currently looking for the way to fix that and add them into Grand Campaign, so stay tune. Red Lasers mod included, 'cause I couldn't tear it out. None credit taken for...
- Fri Dec 05, 2014 12:39 pm
- Forum: Mods and Scenario Design
- Topic: Mod: Tau v0.2
- Replies: 13
- Views: 7565
Re: Mod: Tau v0.2
I will gladly help you with crunch part. I think rebalancing would not touch basic game mechanic, so I guess we can begin approximating numbers now.
- Fri Dec 05, 2014 10:12 am
- Forum: Mods and Scenario Design
- Topic: Dark Eldar Campaign (and new tactical ruleset)
- Replies: 12
- Views: 5565
Re: Dark Eldar Campaign
Dark Eldar Codex is the way to go, it seems.Aekar wrote: A resource I would like to access:
Where can I find the stats and weapons of all W40K Dark Eldar units?
Do you have a reference site?