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Narki
26 May 05, 13:33
Just thought that I'd announce that I'm working on a mod for TOAW based on the Warhammer 40K (http://uk.games-workshop.com/warhammer40000/) tabletop wargame. The mod will eventually cover all races from the tabletop Universe and all of its weapons. In total there will be hundreds of units from the original game codex, the Imperial Armour books and some experimental units. Is there any interest here for such a mod? Any comments or suggestions would be appriciated.

BarcelonaBlom
26 May 05, 13:36
I think thats cool since I play 40k but I dont' have TOAW.

bulldozer
26 May 05, 14:46
lol,funny initiative!
Im with you!
:)

the_redstar_swl
26 May 05, 15:11
I'd buy TOAW for it. :D

Narki
26 May 05, 15:21
Might inform you of the progress...

Mod has just started and I'm starting with covering the Imperial Guard, which will probably take most time out of all sides since they have such a large number of weapons and vehicles. The work is progressing nicely, though with most of the HQ and elite choises covered. I expect to get all of their infantry covered by the end of the day.

nemo
26 May 05, 16:03
Just thought that I'd announce that I'm working on a mod for TOAW based on the Warhammer 40K (http://uk.games-workshop.com/warhammer40000/) tabletop wargame. The mod will eventually cover all races from the tabletop Universe and all of its weapons. In total there will be hundreds of units from the original game codex, the Imperial Armour books and some experimental units. Is there any interest here for such a mod? Any comments or suggestions would be appriciated.Out of curiosity: how do you implement the mod? With BioEd maybe?
Good luck at any rate!

Narki
26 May 05, 16:39
Using a program simply called ACOW Editor, a simple program that allows me to edit units, flags, tiles, graphics, pretty much everything.

Felix
26 May 05, 19:28
Where is this wonderful thing, called ACOW Editor? I can think of a few things we could do with it. Is it the same as the BioEd?

Felix
26 May 05, 19:30
Oh, and your adaptation would be more like Epic 40K, rather than true Warhammer. Much better for it too, rather than pissing around with mere squads and individual vehicles. We want to face armies of millions of Chaos worshippers, Ork Boyz and Tyrannids, not 30 models and a plastic tank!

Narki
27 May 05, 01:59
I looked it up, and it was BioEd. You can get it at TDG.nu (http://www.tdg.nu). And yes, it'll mainly be a Epic scale mod. It'll even include Titans and Epic exclusive vehicles like the Deathstrike (http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=99060305033&orignav=300808) and Stompas (http://uk.games-workshop.com/storefront/store.uk?do=Individual&code=99110303023&orignav=300808). At least, that's what my intentions are.

Ben Turner
27 May 05, 07:35
Hm. A while back I made a TOAW adaption of the Horus Heresy boardgame. Not with proper equipment, though.

Narki
30 May 05, 04:25
Thought I'd might update you all...

Finished all IG infantry, HQ and fast attack units and have spent the last day re-working the IG database to make their army a bit more like the real IG, mostly by decreasing the offensive strength of their infantry and existing vehicles. The IG will therefore have to rely mainly on huge numbers supported by their heavier tanks that can actually do excessive damage.

Currently studying Imperial Armour vol.1 to gain increased knowledge of the verious fields of use for the verious IG tank models before I add them to the game. Wouldn't want any inaccuracy in the database.

Also, I'm thinking about adding buildings to the game. These could be used to mark objectives and award additional victory points to the side that destroys them... Or something. Just a thought I had.

Any comments?

Ben Turner
30 May 05, 08:33
Also, I'm thinking about adding buildings to the game. These could be used to mark objectives and award additional victory points to the side that destroys them... Or something. Just a thought I had.

I don't think this is a good idea. Battles in "Epic" scale are still well below the TOAW horizon. Buildings wouldn't be relevant at 2.5km/hex- urban areas would.

Narki
30 May 05, 08:55
Very well, consider them out of the game. Some positive news though, I've finished the Imperial Guard heavy support units, uncluding all of their forge world vehicles. In other words, the mod is progressing quite nicely.

Mantis
30 May 05, 09:52
Sounds interesting. Looking forward to having a peek at the finished product. When you get to modding the counters, perhaps we could beg a screenshot? :D

Narki
30 May 05, 11:15
Haven't gotten to that yet. I'm just plain awful at editing graphics, even when it comes to simple shapes. If graphics are to be edited, be they counters, flags, terrain or unit graphics I'll probablylet some one else do most of them for me, provided there are any volonteers. At the moment I'm only working on the unit database, which is proving a quite a difficult task.

As for the counters, they'll probably look something like this if they're added:

http://img.photobucket.com/albums/v698/KnarkKitsune/standardmissionIG.png
Imperial Guard

http://img.photobucket.com/albums/v698/KnarkKitsune/standardmissionORKS.png
Orks

http://img.photobucket.com/albums/v698/KnarkKitsune/standardmissionTAU.png
Tau

Taken from the respective sides codex.

Once I get the Imperial Guard, Space Marines and Orks done (the first three sides I intended to add to the mod since I know them best) I'll release a beta. For those who haven't read much about the sides, the Imperial Guard is the primary defence force of the Empire of Man in the 41st millenia. They're styled along the Soviet lines of the early 40's with poorly trained infantry in nearly unlimited numbers, heavy tanks, commisars and such. The space Orks are what orks usually are... Big, strong and dumb creatures that come by the millions and live for war. The space marines are the most elite troops of mankind, genetically enhanced supermen that truly are superior to any foe.

In gaming terms, the IG and Orks will mainly use rush tactics and massive numbers (although all sides will have units that allow them to play with a more professional style) while the space marines will mainly be elites with massive firepower and heavily armored and armed infantry leading their charges.

Felix
31 May 05, 01:02
For what it's worth, I've always resented GWs depiction of Imperial Guard as useless cannon fodder. Maybe the Planetary Defence Force and local militias are, but not the IG. You spend 3 years travelling to some planet 400 light years away, and you can get some decent training in. A bit of combat experience on top, and hey, you've got a first rate unit. You might not be able to go toe to toe with a Space Marine or Eldar Aspect Warrior, but hey, you'd be better than just a mobile bullet stopper looking for a place to die.

With 10,000 years of practice, I'm sure the IG can train troops properly. My opinion was that the average Imperial Guardsman would be a very capable professional soldier, comparable to many western armies today. Quality would of course vary from planet to planet and unit to unit, but for the entire IG to be about as capable as a raw Soviet regiment in 1941 is a bit much.

Also, why these boys have such crap personal weapons is a bit hard to swallow. This is a civilisation that builds spaceships that are 10 km long; making a few extra bolters can't be that hard.

Never mind, their game, their call. I was hoping you'd be a bit more forgiving, but that's the nature of 40K.

Vent over; keep up the good work.

Narki
31 May 05, 03:58
Indeed, the picture that GW paints up of the IG is a bit unfair. In the books the Guardsmen have a 1% survival rate, get no training at all and are simply helpless when not supported by the marines. I have a 4000 point Imperial Guard army and I know that they can take on any foe without any major losses when properly equipped and led. Why GW has chosen to portray them as such an inefficent force is beyond my understanding.

The IG won't be all crap in the mod. They'll be a very capable force when used right, just like in the game. I'll try and make their regiments somewhat balanced and capable of fighting their opponents.

BarcelonaBlom
31 May 05, 09:01
Indeed, the picture that GW paints up of the IG is a bit unfair. In the books the Guardsmen have a 1% survival rate, get no training at all and are simply helpless when not supported by the marines. I have a 4000 point Imperial Guard army and I know that they can take on any foe without any major losses when properly equipped and led. Why GW has chosen to portray them as such an inefficent force is beyond my understanding.

The IG won't be all crap in the mod. They'll be a very capable force when used right, just like in the game. I'll try and make their regiments somewhat balanced and capable of fighting their opponents.
Thats why everyone whould read Gaunt's Ghosts... At least good 'ol Dan Abnett doesn't make them cannon fodder most of the time. The Phantine Skyborne and a bunch more regiments the Ghosts meet do fine they way they are without line charges. I always use mine more like Napoleonics, put as much firepower to bear on a singal target. With the new codex you can make your armies a little more non-linear and actually stand a chance of beating people without using "classic" IG tactics.

Ben Turner
31 May 05, 13:35
Also, why these boys have such crap personal weapons is a bit hard to swallow. This is a civilisation that builds spaceships that are 10 km long; making a few extra bolters can't be that hard.

Well, I suppose the idea is that there are hundreds of millions of these guys. A hundred million bolters is a lot.

The whole vibe I get about the Imperium is that it basically doesn't really care about the lives of individuals- or even individual planets. All that matters is perpetuating the whole, or rather keeping the Emperor alive.

Of course, I haven't played Warhammer 40k in about eight years, nor have I read any of the stupid crap Games Workshop has come up with since 1990.

What they did to the Slaan- that was unforgiveable. Right up there with "white metal". Games Workshop are almost as bad as Talonsoft.

Ivan Rapkinov
31 May 05, 23:10
I must admit, I drifted away when the whole "Necrons coming to Rule the Universe!" started up

BarcelonaBlom
01 Jun 05, 09:12
I must admit, I drifted away when the whole "Necrons coming to Rule the Universe!" started up
lol didn't we all... Really I think it goes that way for them and the revamped Tyranids.

Ben Turner
01 Jun 05, 09:13
Basically some time in the mid-90s Games Workshop went from being a bunch of guys who like to play games to being this corporate behemoth intent on squeezing as much money from hapless teenagers as it possibly could.

BarcelonaBlom
01 Jun 05, 09:15
What sucks is I really like the game and minis but the thing that turns me away is the price. Me and my friends pretty much have given up on 40k because of the prices.

Ben Turner
01 Jun 05, 10:53
What sucks is I really like the game and minis but the thing that turns me away is the price. Me and my friends pretty much have given up on 40k because of the prices.

Mm. More than that the whole ethos of the game shifted to requiring players to spend more and more money on it as time went on. There was an obsession with fighting ever larger battles which was difficult not to get drawn into. I wound up setting up an 8,000-points-a-side WFB game, but it was totally unplayable. The best scale to play is 500-1,500 points. This has the added benefit of cutting out some of the more absurd and expensive inventions Games Workshop has come up with over the years.

Narki
01 Jun 05, 15:29
I need some advice...

I'm wondering how - or even if - I should add the massive spaceships used by the Imperium and its enemies. I personally can't see how they could be implemented, but I'm open to any of your opinions.

By the way, the Imperial Guard and navy are just about done. Will start work on the space marines soon.

Felix
01 Jun 05, 17:57
The only way I think these could be represented, is by something similar to the ICBM units; essentially unlimited bombardment ranges, with lots of firepower. These units would have to sit off the board (like air units do in some scenarios). You could either depict them as 'fire units'; Cruiser has 4 bombardment units, a battleship has 12 etc, or as single units with high defence ratings. Ideally, they could be shot at by land based missile units, or even each other, but that's up to you.

I don't think that the game would be lacking if you didn't have these though.

Ben Turner
01 Jun 05, 20:05
The only way I think these could be represented, is by something similar to the ICBM units; essentially unlimited bombardment ranges, with lots of firepower. These units would have to sit off the board (like air units do in some scenarios). You could either depict them as 'fire units'; Cruiser has 4 bombardment units, a battleship has 12 etc, or as single units with high defence ratings. Ideally, they could be shot at by land based missile units, or even each other, but that's up to you.

I think extremely long-ranged artillery (with colour schemes such that they can't co-operate with ground units) is just the ticket.

As to them being shot at, I would think this is something that should be handled by TOs.

BarcelonaBlom
02 Jun 05, 09:03
Consider in the fluff that most of these ships are not exactly precise in what they do. Most are geared towards making a planet radioactive glass. I would go with a combo of both the above to represent any space/atmospheric strike craft from a carrier type ship (airstrikes), and the long-ranged artillery for any surgical type weapons. There's gotta be some smart weapons somewhere. I still like Battlefleet Gothic and at least the prices are reasonable there....

Narki
04 Jun 05, 17:27
Another update...

Added the ability to declare Exterminatus. This'll basically be a nuclear strike of gigantic proportions that an Imperial player may use if - say - a Planet would risk being overrun by the Hordes of Chaos. Other than that, I've once again re-worked to Imperial Guard armoury, mostly by increasing the offensive capabilities of the Imperial guard. Now they're actually able to strike hard against an enemy.

In a short while I'll be out of school and link up with a few Warhammer experts at a LAN. Hopefully we'll be able to build a fully playable beta when I'm there with the Imperial Guard, Orks and Space Marines. Probably even more since the other sides will mostly have significantly less units than the Guard, Space Marines and Orks. Wish me luck!

Narki
17 Jun 05, 07:43
Some good news: Both the Space Marines and the Orks are nearly finished at the moment. Only thing left for both sides are the heavy support choices and some special vehicles. After that I'll have to do some play testing. If you're interested in play testing the mod, drop me a PM.

Narki
18 Jun 05, 14:52
Wow. I managed to actually finish work on both the Space Marines and Orks. A lot faster than anticipated thanks from the help of a frien. Again, if any one's interested in testing V0.1 just PM me and I'll send it to you.