Debating making a mod

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Swiftyhorn2705
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Debating making a mod

Post by Swiftyhorn2705 »

So I have been making custom Ork units for a while, just for fun. Just the art work and im tempted to add them to the game to make the Orks more varied and scary. Also some custom imperium stuff like bullgryns.

First thing I do need to preface, this would not be 6 degree angles, it would only be 2 because I just don't have the skill or time to make it 6.

Second thing, im unsure if to make it true scale currently, I have made an excel sheet where I have ben comparing sizes and its all over the place in the base game. Things like Titans would come out to 400-600 px resize, and basic steel legion would be reduced to 150px. Banblade would be increased to 320px. Ork nobs and Warbosses would come to 180px. Gretchin 128px.

There is a way of doing this, by increasing the games Hex size to 512 instead of 256. Then scaling all units accordingly. But im worried that some may lose too much detail, notably things like heavy support teams, custom ork guns etc.

I will show some examples of what I have done below. This is just some, but this is a good example of what I have been doing. Changed link to my steam artwork since it wouldnt let me post here (something about forbidden spam).

https://steamcommunity.com/id/Swiftyhorn/images/
Swiftyhorn2705
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Re: Debating making a mod

Post by Swiftyhorn2705 »

Note: This would use the Community Update for the 4th weapon slot.

So some ideas I do have. Make hero units that are more powerful than normal. For Orks this would be Custom Warbosses/Warlords/Big Meks/Mad Docs. They would have a custom unique vehicle or mek (like stompa). They would come with a group of Ork bodyguards. I did make 1 on a Big Trakk so far, it comes with Big Shootas, Rokkits, Kannon and Claws.

Add in a lot of looted equipment, make it worse than imperium versions, or different. Like looted big guns/tanks that have less accuracy, more damage if they hit. They could be a separate faction to normal Orks?

Make all versions of Trukk/Wartrakk/Buggy/Battlewagon/Battle Fortress/Kan from the old 5th-6th edition rules (which is when Armageddon was a thing). So all weapon variations, upgrades like rams/grot sponsons. Same with things like Sentinels, add in chainsaw, missile, flamer etc.

Remove transports from the game, but allow units to be built with a transport already, this adds its weapons and speed to the unit, like a Trukk for boys would add its Big Shoota and carry X number of Orks, they would class as infantry but not be allowed transports from the normal upgrade route. For epic rules this would be multiplied by 5 for all weapons and squad size. This would make infantry more appealing again, and reduce just tank spam. Also it would give the AI more options to attack with masses of Orks which could be fun.

Likewise Chimeras would come with a squad and use the main gun and its back lasguns. So the Chimera and the squad could attack.

Make custom squads of Orks and guard units that have things like 2 special weapons or 1 heavy weapon team with them. So 2 plasma guns, 8 lasguns for example. Scale this up to be like 5 times this number so its more epic scale.

Make custom upgrades like Dawn of War. For example the command squad could add a Master of the fleet/ordnance that gets a single big attack from range. Add in a Commissar to the normal squads that adds more leadership. A Sergeant or Commander with a special bolt pistol or Powerfist. A medic that increases everyones health by 1. Carapace Armour that increases defense by 10. Upgrade lasguns to Hotshot/Volleygun. Just a few ideas, but it could be pretty interesting to do.

Make custom turrets and bunkers that would not be able to move but have long range and act like defense lines. These could be a mix of basic units on a tower/behind a wall and big guns like hydra/basilisk emplacements. Same for Orks, grots on towers with various guns.

Make Space marines much rarer and more expensive, but more powerful. Scale them properly. Have them in squads of 5 and 10, compared to normal units being like 50.
Nskap2
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Re: Debating making a mod

Post by Nskap2 »

I think that orcs are primarily hand-to-hand combat and low-precision long-range combat at a short distance. And also a huge number of orcs in attacks.Transportation is a useful function, when units are in transport, they can be destroyed along with it, and that's right.Of course, you can add the possibility of transportation only to those units on whose sprite the transport will be drawn, such units should be more expensive and stronger.Orcs are one of the most realized races in Armageddon with a wide variety of units.
Swiftyhorn2705
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Re: Debating making a mod

Post by Swiftyhorn2705 »

Was thinking the transports could be used more to get them into range to attack, with some fire support as they do so. Also adding in a lot more melee units. Kinda giving them more of a swarm behaviour to mimic the green tide effect. So more close range focused nobs/bosses and boys. As well as more close range Kans/Deffdreads. The game to me feels like it devolves into tank spam vs random ork tanks/battlewagons and infantry becomes obsolete or just time consuming to clear, but not a threat. Like to make the game more difficult, it just adds more ork big tanks/meks, instead of adding more interesting combinations.

I envision the orks as a huge green tide swarming over the land with the guard shooting them as they come but getting overwhelmed in areas that the orks get too close. The space marines then come in as backup and help in hand to hand and close range.

Personally I hate how defenseless base transports are, its very panzer corps/general. But it feels a bit too punishing since you can lose entire squads instantly without much you can do in return. In the lore, it feels more like a huge mass of scrap vehicles barreling towards the front line shooting aimlessly into the distance until the orks are close enough to jump out and get to the melee. I don't feel that with this game currently. Orks should also be supported by mass inaccurate shootas behind the melee wave.

Unsure if my logic is correct, just voicing how it feels to me vs the books/lore and tabletop.
Nskap2
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Re: Debating making a mod

Post by Nskap2 »

Is this a mod for random mapss?Just make part of the landing zones in the landscape inaccessible to mechanisms and tanks, there will be infantry.
Swiftyhorn2705
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Re: Debating making a mod

Post by Swiftyhorn2705 »

Tbh I had not thought about maps, just wanted some cool new units. Wish the game had a random skirmish mode like sanctus reach, would make it much easier.
Nskap2
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Re: Debating making a mod

Post by Nskap2 »

In my opinion,sanctus reach is more of a tactical game, it attaches more importance to tactical advantages, you need to manage each unit as if it were a baby, not a space marine. Armageddon is a strategy in which enemy armies consist of tens of thousands of soldiers, the commander simply gives instructions - to capture a city, a forest, a hill, destroy an enemy unit, so in my scenarios there are always a lot of enemies and a lot of units in control.
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