First, great game. Been waiting for a turn-based tactical 40K experience for a while, and this delivers. One question I have, though, is why there seems to be no penalty for losing units in the campaign? For instance, I struggled with the decision to bring two experienced Grey Hunter ranged units in the escort Rhinos mission. As I expected would happen, I managed to win the scenario by drawing the Orks into a pitched battle in one section of the map, while two Rhinos and a small, fast force made its way to the exit. Unfortunately, most of the diversionary force was overrun by a horde of Orks during the battle (dying in glorious Space Marine style!)
I mourned their loss, but knew it was for the Chapter's greater good. But for the next scenario, both units were available, with their full level two experience and upgrades. It was as if they never took part in the previous fight. I can understand having the same named units available later, as any scenario may only use elements of a force, but it seems like they should at least lose their experience and upgrades if killed. It hurts the immersion factor a bit, for me, at least.
Anyway, still impressed with the game, as usual with your products. Thank you for all the hours of enjoyment through the years.
Losing units in the campaign.
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Re: Losing units in the campaign.
AGREED! Units lost in a campaign should NOT have any experience or wargear in subsequent missions. Whatever experience and wargear they have gained needs to be reset to zero. That needs to be fixed because I've seen it too. Ruins immersion.ricomise wrote:...why there seems to be no penalty for losing units in the campaign? For instance... most of the diversionary force was overrun by a horde of Orks during the battle (dying in glorious Space Marine style!) ...But for the next scenario, both units were available, with their full level two experience and upgrades. It was as if they never took part in the previous fight. I can understand having the same named units available later... but it seems like they should at least lose their experience and upgrades if killed. It hurts the immersion factor a bit, for me, at least.
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Re: Losing units in the campaign.
At the moment the game is balanced assuming they will so if we did this it would have to be as an iron man mode. I'll put it on the wish list but its getting quite long! 

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Re: Losing units in the campaign.
Fine. Then please make your priority the Force Organization issue. Here's the priority list I cobbled together from all the various posts on this forum in an order that would have the most impact in terms of making players happy and making this game more fun, etc.IainMcNeil wrote:At the moment the game is balanced assuming they will so if we did this it would have to be as an iron man mode. I'll put it on the wish list but its getting quite long!
This is from YOUR Steam workshop page under Features where you say this:
• 30 Space Wolf units from packs of Blood Claws to the fearsome Predator – And lead the legendary Imperial Knight Gerantius!
• 30 Ork Goff units including the formidable Gorkonaut!
Currently, I think that's a bit misleading. The Force Organization spawns unit selection randomly and 99% of the time you will not ever see an Imperial Knight Titan or a Gorkonaut. So if you are going to prioritize your game, fixing Force Organization would, IMO, give this game the biggest shot in the arm for not only fun, but replayability. Here's what we'd like to see:
1.) Along with randomly generated lists, we would like to see a completely new unit selection method of the Force Organization whereby we are able to select as many of a type of unit as we like and have access to ALL of the units of a particular faction.
2.) We would also like to select the exact units the AI gets to use in standalone Skirmish missions so we can face an enemy of our choosing.
3.) Force Points are wonky. Each time you change the Force Points it resizes the map. It seems the map size and the Force Points are inexplicably tied together. And often times when you select Force Points you don't get them all or the AI doesnt get enough points. I cant tell you how many times Iv'e tabled an enemy that I gave 4000 points to where they ended up only fielding 3k or so. They get shortchanged with not enough units. So Force Points needs to be fixed.
4.) We also would like to very much see wargear added to the skirmish options separate from the Force Points so each unit can be given wargear at whatever points cost you guys setup. You guys did the wargear in the game SO well, its a shame it isnt an option when we setup a skirmish mission. Im sure multiplayer matches would love to see wargear options and have the ability to setup a match where each side gets to spend some points to customize their units. Just dont let thunder hammer termies be allowed to get blood rage!
5.) The AI needs to shoot their guns. Often times they dont even when at full morale and within range of an enemy unit. The AI sits there. Also, the cheapest closest AI should head towards a VC Flag at some point. Seems the AI is completely inept at playing capture the flag. Turn up the aggression on the Orks. Did I mention they need to shoot their guns?
6.) http://www.slitherine.com/forum/viewtop ... 52#p640514 That post is about difficulty level. Once you get the units play balanced, adding in reinforcements to campaign missions would help bridge the gap between player skill cuz some players have an awful hard time playing this game and conversely, I often dont lose a squad when playing space marines at 1600 vs 4000 Orks. So giving the enemy AI reinforcements would make it harder and giving AI reinforcements to the player would make it easier. There's your difficulty level.
7.) Vehicles should be able to pop smoke once or twice per game.
8.) If you're not going to institute tank shocks, then tanks shouldnt get stuck in a zone of control. They are tanks. They just drive off. There's nothing to grab at them and hold them in place or stick a sword in their gut like in a melee which is why infantry units cant disengage from an enemy melee unit because they'd get cut down. But not tank, so tanks shouldnt ever get stuck in melee.
9.) https://www.rockpapershotgun.com/2017/0 ... ore-424633 That reviewer killed you guys on your over reliance on victory points and stuck it to you that your AI seems to ignore them completely, which they do. So we want more VC types like Slay the Warlord, Linebreaker, Surrounded, Rescue, Escape, Ambush, etc. Pick one or two to give the game some fresh air.
10.) "For RusS and the All Father!" Big complaint from so many, but not a big deal, but easy fix. Play the audio concurrently with the action so we dont have to waaaaaaaaaaaiiiiiiiiiiiiiiiit each and every time it does that. Would be so nice...
11.) PowerGlove/Klaws and Thunderhammers need to be able to smash destructible terrain just as weapon fire is able to.
12.) Toggles. Health bars need a toggle. If I want to know what a units health is Ill hover my mouse over it. Likewise with the map, the screen shortcuts, flags, VC flags, unit icons, all that stuff need separate toggles. We want to have a completely clean battle view to take screenshots with. This will help sell your game. No one wants to post pics with giant bars and icons in the way. Let your game engine shine! Give us toggles to remove the clutter.
13.) We want to survey the battlefield without FOG after the last turn has been completed and we have won, but we cant because a huge victory screen covers the map. So instead, add a little 'continue' button in the corner where End turn is, and make sure 'Continue' is toggleable for screenshots! And that way we can survey the carnage of the battlefield... We really want this one!
14.) More stats on kills, more details post mission. We want to see what unit had the most kills, what unit took the most damage, did the most damage, how many individual troops were killed not just how many squads died. Let me know how much ammo was left in my magazine. We want to know.
15.) The Orks need an Ork Trukk. Without a light cheap transport, the Orks suck.
16.) The Orks need a WAAAGH! Once per game any Ork leader should be able to give all ork units within 5 spaces an extra action point, or extra movement, or something like that. Doubled movement would be best. EDIT: Oh, and add in the proppa Waaagh sound effects for the warboss and have all the orks cheer and yell as well. That'd be awesome!
17.) AI should not spawn trapped on hills with no pathfinding off of it. Has happened 3 times out of maybe 30 missions, so its pretty rare. Not that big of an issue. But be nice if it didnt happen.
18.) Skirmish mode Hotseat. Nuff said.
19.) Be nice if the editor allowed us to randomly generate a map like the Skirmish missions do. I dunno, can it do that?
19.1) Ironman mode. When units die, they lose their wargear and their experience. Make an Iroman toggle for wussies to make us all happy. But when a unit dies, they should be reset to zero.
20.) still thinking... Are you still reading?
Last edited by Dizzy_slith on Tue Jan 24, 2017 5:11 am, edited 2 times in total.
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Re: Losing units in the campaign.
You can already generate a map in the editor using the Random Map plugin.
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Re: Losing units in the campaign.
Double post.
Last edited by Dizzy_slith on Tue Jan 24, 2017 5:09 am, edited 2 times in total.
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Re: Losing units in the campaign.
Is this still true (taken from the manual)?
So destroyed units keep their current level but can't gain more?Units that are destroyed during a mission will not gain any new abilities if they are subsequently reformed later on in the game.
Re: Losing units in the campaign.
The OP's is a good list of priorities from top to bottom. The advertising "boasted" about the game's new and improved scripting so let's see the AI make use of it.