First post but I loved this game so much I thought I'd comment. First and foremost I have to say this was a hell of an awesome game. I loved the Armageddon story and setting and am very much looking forward to the Third War for Armageddon game. Some thoughts though playing it as a huge 40k player.
- Space Marines could use some love. Seriously great detail has clearly been paid but they don't function like marines should. Marines are a scalpel, a strikeforce to rip the heart out of your enemy. Infantry choices should get free deployment to any non-occupied space to represent drop pods or teleportation. Terminators also need landraiders as their transports; pretty much iconic.
- Lascannons in general should be great against vehicles. They seem like pea-shooters at the moment.
- IG tanks need some love as well. Baneblade chassis just don't have the appropriate firepower they should be bringing, especially against infantry. There should also be some good differentiation between types. Exterminators should demolish heavy infantry while the vanilla should shred regular infantry for example.
- Titan should fear close combat. I think they are pretty awesome as is, but their weakness is CC. A unit of mega-Nobz or a warboss should pretty much be the rock to the scissors.
- On the campaign there are so many ork super-heavy vehicles it makes it impossible to not choose just dedicated anti-tank units. Not sure what the correction is but Orks should be a greentide, including super-vehicles, but not so darn prevalent.
- Flyers should only be able to be shot at by AA units or weapons. A simple solution could be to split the distinction between skimmer and flyer. So landspeeder is a skimmer, moves fast but can be shot by everything, and flyers which perhaps have to move a minimum distance but can only be shot by dedicated AA.
Looking forward to the updates and future installments.
40k Player Perspective
Moderators: Slitherine Core, BA Moderators, WH40K Armageddon moderators
Re: 40k Player Perspective
Thanks for taking the time to write up some feedback! We're definitely in intelligence gathering mode, and it's always nice to read constructive player input.
There are definitely more updates immediately planned, but I cannot speak for long term plans.
A couple of specific points.
1. Do you believe all Titan weapons should have a minimum firing range? So they can only fire from 2 or more hexes, and a unit engaging them at point blank actually is immune to their weapons fire? It's an interesting idea, but it is really punishing gameplay. We do have a trait that makes Titans twice as effective when on the offensive compared to when they are on the defensive, do you think that is insufficient?
2. On Terminators, it's a bit of a mixed bag.
We couldn't allow them to use Rhino transports because the lore specifically prohibits this.
It was decided fairly early on to make Land Raiders combat vehicles instead of 'mere' transports.
Maybe we can compromise though... I know for a fact that pretty much no one uses the 'standard' Land Raider. If and when people use them, they almost always take a weaponized version instead (helois is my personal favorite, luv dat multi missile fire and impact animation!).
Would there be too much player confusion if we converted the standard Land raider to a dedicated transport?
Thoughts and opinions welcome.
There are definitely more updates immediately planned, but I cannot speak for long term plans.
A couple of specific points.
1. Do you believe all Titan weapons should have a minimum firing range? So they can only fire from 2 or more hexes, and a unit engaging them at point blank actually is immune to their weapons fire? It's an interesting idea, but it is really punishing gameplay. We do have a trait that makes Titans twice as effective when on the offensive compared to when they are on the defensive, do you think that is insufficient?
2. On Terminators, it's a bit of a mixed bag.
We couldn't allow them to use Rhino transports because the lore specifically prohibits this.
It was decided fairly early on to make Land Raiders combat vehicles instead of 'mere' transports.
Maybe we can compromise though... I know for a fact that pretty much no one uses the 'standard' Land Raider. If and when people use them, they almost always take a weaponized version instead (helois is my personal favorite, luv dat multi missile fire and impact animation!).
Would there be too much player confusion if we converted the standard Land raider to a dedicated transport?
Thoughts and opinions welcome.
Re: 40k Player Perspective
Thanks for replying. I know it is tough to balance gameplay and fluff that prickly fans like myself get all upity about.
For Land Raiders they are in principal battle taxis. Loyalist termies can take the vanilla land raider, the crusader, and redeemer as transport options in table top (TT). I think one or all of those choices would be great to take off as a primary tank and used as a transport. The more battle specialized land raider variants like the helios you mention (which I agree is awesome) shouldn't be transports anyways.
Speaking of dedicated transports razorbacks really should be transports for at least smaller infantry units like devastators and command squads.
For titan's only battle titans should really have a range restriction. In fluff, the standard titan unit is a Maniple which consists of a battle titan (reaver or warlord) and 2 scout titans (warhounds). I note this only because to my earlier point the CC should be the counter to battle titans because in the fluff infantry can be so devastating to titans not designed to shoot close range. Battle titans like reavers are designed to duel other titans. Take a Reaver which has the Apoc missile launcher and laser blaster which are both anti-titan weapons. The warhound in pattern you've put in the game is pretty accurate with the plasma-blastgun and megabolter. Those weapons are to dominate infantry and tanks, not enemy titans. So all the blathering boils down to range restriction on reavers makes lots of sense, not so much on warhounds.Plus titans are pretty mobile so good positioning is just being a good general.
One silly note that is only a personal gripe. In the mission to kill Von Strab he would not have any titans with him as he royally pissed off the legios station on the planet and no oath would survive him being a declared a traitor by Dante. Just a minor thing.
Thanks again for responding and for putting out such a fun game!
For Land Raiders they are in principal battle taxis. Loyalist termies can take the vanilla land raider, the crusader, and redeemer as transport options in table top (TT). I think one or all of those choices would be great to take off as a primary tank and used as a transport. The more battle specialized land raider variants like the helios you mention (which I agree is awesome) shouldn't be transports anyways.
Speaking of dedicated transports razorbacks really should be transports for at least smaller infantry units like devastators and command squads.
For titan's only battle titans should really have a range restriction. In fluff, the standard titan unit is a Maniple which consists of a battle titan (reaver or warlord) and 2 scout titans (warhounds). I note this only because to my earlier point the CC should be the counter to battle titans because in the fluff infantry can be so devastating to titans not designed to shoot close range. Battle titans like reavers are designed to duel other titans. Take a Reaver which has the Apoc missile launcher and laser blaster which are both anti-titan weapons. The warhound in pattern you've put in the game is pretty accurate with the plasma-blastgun and megabolter. Those weapons are to dominate infantry and tanks, not enemy titans. So all the blathering boils down to range restriction on reavers makes lots of sense, not so much on warhounds.Plus titans are pretty mobile so good positioning is just being a good general.
One silly note that is only a personal gripe. In the mission to kill Von Strab he would not have any titans with him as he royally pissed off the legios station on the planet and no oath would survive him being a declared a traitor by Dante. Just a minor thing.
Thanks again for responding and for putting out such a fun game!
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Utumano1990
- Private First Class - Opel Blitz

- Posts: 3
- Joined: Tue Dec 02, 2014 6:11 am
Re: 40k Player Perspective
Hey there,
If you guys are interested, I can make a spreadsheet of values that would make the weapon ranges (to start) in sync with 40K values, as for penetration I will have to look into that more but the same idea will apply.
Cheers
If you guys are interested, I can make a spreadsheet of values that would make the weapon ranges (to start) in sync with 40K values, as for penetration I will have to look into that more but the same idea will apply.
Cheers
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Re: 40k Player Perspective
We're not trying to match the tabletop exactly as our mechanics are different but we would like similar results so it would probably be more useful to know which weapons are not performing as you would expect and why and we can work out how to best make it fit using the stats available.
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bram1979
- Senior Corporal - Ju 87G

- Posts: 78
- Joined: Thu Aug 11, 2011 11:03 am
- Location: the Netherlands
Re: 40k Player Perspective
Awesome that you guys listen to your players!
Together this game would be so much beter.
