Yeah, Genestealers popping out of manhole covers! Having them come at you from the dark recesses of ruined buildings! Yes please! Add in genestealers! Heck add them ALL in! Here's my $60 for all your future expansions. This game is easily worth $100 bucks with more army content. I know, maybe they should offer a Season Pass for their downloadable content? Id buy ahead of time. Look what this company did with Armageddon. They released a lot of great DLC's for that.calmhatchery wrote:It would be great to make a campaign in the future against the xenomorph's !!
Wishlist/Fixes for Sanctus Reach - Devs, check it out.
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- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
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- Corporal - Strongpoint
- Posts: 68
- Joined: Tue Sep 30, 2014 1:14 am
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Well, firing multiple vehicle weapons would work for all sides, but we can agree to disagree and let the Emperor (the Devs) decree!
As far as the compass goes, it's a small item really, but the minimap does not rotate to align with the 3D map. So it might help orient players. And in more sophisticated scdnarios, a means of showing direction might be useful, such as "the primary objective is to the east, enemy reinforcements are expected from the north" type of thing.
As far as the compass goes, it's a small item really, but the minimap does not rotate to align with the 3D map. So it might help orient players. And in more sophisticated scdnarios, a means of showing direction might be useful, such as "the primary objective is to the east, enemy reinforcements are expected from the north" type of thing.
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- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Oh, ok. I see why you want the compass. But Im a less is more when it comes to HUD stuff.
1.) I'd like the map to go away with a toggle.
2.) In fact, make EVRYTHING that's distinctly different HUD wise including flag, unit and icon symbols, etc., go away with separate toggles, so I can have it look the way I want when I play and then have it all go away so I can take pretty screenshots.
3.) I just really really want a clean screen at the very end of the game WITHOUT Fog of War after the last unit dies so I can take pretty screens of the carnage on the battlefield.
4.) The ENEMY TURN flag when the AI is conducting its move and attacks, can we place that big ass ugly and obtrusive sign down where the End Turn button is instead and make it way smaller, like 10x smaller?? Its the most horrible placed thing in the game. Its horrid. Blocks the action and it really really doesnt need to be there. Please relocate it in the lower right of the screen underneath the map. THANK YOU!
1.) I'd like the map to go away with a toggle.
2.) In fact, make EVRYTHING that's distinctly different HUD wise including flag, unit and icon symbols, etc., go away with separate toggles, so I can have it look the way I want when I play and then have it all go away so I can take pretty screenshots.
3.) I just really really want a clean screen at the very end of the game WITHOUT Fog of War after the last unit dies so I can take pretty screens of the carnage on the battlefield.
4.) The ENEMY TURN flag when the AI is conducting its move and attacks, can we place that big ass ugly and obtrusive sign down where the End Turn button is instead and make it way smaller, like 10x smaller?? Its the most horrible placed thing in the game. Its horrid. Blocks the action and it really really doesnt need to be there. Please relocate it in the lower right of the screen underneath the map. THANK YOU!
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Okay, since we already have a wishlist thread here...
I'd like a difficulty setting. I guess it's already been mentioned. Make the enemy side dish out 1/3 more or less damage depending if it's set to easy or hard.
Right now I've played two skirmishes, the intro campaign mission, and I have only lost one unit in the entirety all three battles (a pack of bloodclaws). I'm not a seasoned tactical gamer or turn based gamer.
What's good is that the game always makes you feel like you are close to losing it. But in the end if you look at force points destroyed by each side, it's really in favor of the Wolves.
I'd like a difficulty setting. I guess it's already been mentioned. Make the enemy side dish out 1/3 more or less damage depending if it's set to easy or hard.
Right now I've played two skirmishes, the intro campaign mission, and I have only lost one unit in the entirety all three battles (a pack of bloodclaws). I'm not a seasoned tactical gamer or turn based gamer.
What's good is that the game always makes you feel like you are close to losing it. But in the end if you look at force points destroyed by each side, it's really in favor of the Wolves.
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- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Second campaign is not as easy. But the same feeling is there. If you want to make it challenging, at the mission start, select several squads and hold them in reserve for 5 turns. The missions get a lot harder.GCCRacer wrote:Okay, since we already have a wishlist thread here...
I'd like a difficulty setting. I guess it's already been mentioned. Make the enemy side dish out 1/3 more or less damage depending if it's set to easy or hard.
Right now I've played two skirmishes, the intro campaign mission, and I have only lost one unit in the entirety all three battles (a pack of bloodclaws). I'm not a seasoned tactical gamer or turn based gamer.
What's good is that the game always makes you feel like you are close to losing it. But in the end if you look at force points destroyed by each side, it's really in favor of the Wolves.
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Yeah, I was thinking to either hold Squads back, or buy 20% less Force points per mission to make it harder.
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
The option to issue charge order from a distance, if you have enough movement points to reach the enemy. Charge path highlighted when hovering the melee icon.
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Cover tiles being destroyed needs some sort of dust cloud and sound to go with it.
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- Corporal - Strongpoint
- Posts: 68
- Joined: Tue Sep 30, 2014 1:14 am
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Yep. And flamers should set some cover tiles, especially trees on fire!Dino_SWE wrote:Cover tiles being destroyed needs some sort of dust cloud and sound to go with it.

Feel the Burn!
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
I don't know if anyone has previously requested it. However, more campaigns would be nice. I'm almost through the first one.
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- Lance Corporal - Panzer IA
- Posts: 13
- Joined: Tue Jan 24, 2017 11:58 am
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
Hello.
<copied from a new post I created today, but deleted since I checked that one>
To me there's huge problem with retaliation. I never know if it will happen, when and how many times.
1 - I still can't get if dreadnought can, cannot, why they sometimes do retaliate, why they don't systematicaly.
2 - Why is retaliation unlimited for other units (unless they are at least shaken) ?
Exemple of point n°1 : a dreadnought which retaliated only once on the 4th melee attack against him.
Exemple of point n°2 : Two groups of 4 (damaged, but not that much) Slugga Nobz get in melee against one group of three terminators (damaged too)(with power gloves).
Turn Ork 1 : Both groups of Slugga Nobz did hit twice, only two of them in front, damages were negligeable. Termies retaliate 4 times, killing one Nob at every hit.
Turn SM 1 : Termies finish a pack of Nobz with their own 2 attacks.
Turn Ork2 : Termies retaliate twice and finish the second pack.
I definitely think that unlimited retaliation is far too overpowered in the case of armored infantry.
I think that impossibility to know if our troops or the opponent will retaliate or not is a problem too to plan effectively a melee strategy.
What options to solve this ? I'd be happy to know what you think about these two :
1/ Limit retaliation :
Put a count of available retaliation for the turn, set the max to 1 or 2 (as for reaction shots). IA shouldn't wait for a potential best retaliation considering damage, but use it as soon as it's being under attack. I consider it normal as these tough guys we command tend to be irritable when someones comes to punch them.
That could lead to specific level up upgrades or troops having clearly more retaliation as a bonus, to 'preventively retaliate' for some agile specialized troop, and so on (but if so, that should be definitely <u>written</u> somewhere).
2/ Morale loss could be dramaticaly more important after subsequent melee attack from different sources during the same turn
I think it's the most interesting tacticaly as it's getting further than the usual "I'll make my ennemy retaliate on my armored troop then hit him with the squishy one" that could imply the first solution I mentionned.
As en exemple of this second solution : Ork boyz should literraly be terrifying waves due to their brutality. Two groups coming to you should definitevely lead you to freak out, at least under 50 morale after their 4 attacks. Three groups, hitting you for a total of 6 times should bring you totally shaken if not broken, may you have an armor or not. Today you get out such a melee turn with a morale around 70.
For orks that would mean solve a big part of their problems today : armor penetration.
This is especially relevant with low budget encounters : marines tend to get easily armored infantry in their ranks when Orks don't have much choice to prick armor penetration as their ranks are filled with so much infantry.
It could be great to give them the opportunity to wipe armored infantry by coordinating their strike.
This morale loss shouldn't concern armored vehicles attacked in melee though, and must be combined with the fact that vehicles shouldn't be concerned by control zones in melee.
Such a system could give more punch to space wolves claw packs too for an exemple.
Retaliation would be unlimited in that second case, except that a unit under attack would be less and less efficient as its morale goes down and finally leads it to be shaken/broken. That's definitely offering more tactics, giving basic troops a new purpose, would fasten the pace of melee combats and bring waves to be efficient.
<copied from a new post I created today, but deleted since I checked that one>
To me there's huge problem with retaliation. I never know if it will happen, when and how many times.
1 - I still can't get if dreadnought can, cannot, why they sometimes do retaliate, why they don't systematicaly.
2 - Why is retaliation unlimited for other units (unless they are at least shaken) ?
Exemple of point n°1 : a dreadnought which retaliated only once on the 4th melee attack against him.
Exemple of point n°2 : Two groups of 4 (damaged, but not that much) Slugga Nobz get in melee against one group of three terminators (damaged too)(with power gloves).
Turn Ork 1 : Both groups of Slugga Nobz did hit twice, only two of them in front, damages were negligeable. Termies retaliate 4 times, killing one Nob at every hit.
Turn SM 1 : Termies finish a pack of Nobz with their own 2 attacks.
Turn Ork2 : Termies retaliate twice and finish the second pack.
I definitely think that unlimited retaliation is far too overpowered in the case of armored infantry.
I think that impossibility to know if our troops or the opponent will retaliate or not is a problem too to plan effectively a melee strategy.
What options to solve this ? I'd be happy to know what you think about these two :
1/ Limit retaliation :
Put a count of available retaliation for the turn, set the max to 1 or 2 (as for reaction shots). IA shouldn't wait for a potential best retaliation considering damage, but use it as soon as it's being under attack. I consider it normal as these tough guys we command tend to be irritable when someones comes to punch them.
That could lead to specific level up upgrades or troops having clearly more retaliation as a bonus, to 'preventively retaliate' for some agile specialized troop, and so on (but if so, that should be definitely <u>written</u> somewhere).
2/ Morale loss could be dramaticaly more important after subsequent melee attack from different sources during the same turn
I think it's the most interesting tacticaly as it's getting further than the usual "I'll make my ennemy retaliate on my armored troop then hit him with the squishy one" that could imply the first solution I mentionned.
As en exemple of this second solution : Ork boyz should literraly be terrifying waves due to their brutality. Two groups coming to you should definitevely lead you to freak out, at least under 50 morale after their 4 attacks. Three groups, hitting you for a total of 6 times should bring you totally shaken if not broken, may you have an armor or not. Today you get out such a melee turn with a morale around 70.
For orks that would mean solve a big part of their problems today : armor penetration.
This is especially relevant with low budget encounters : marines tend to get easily armored infantry in their ranks when Orks don't have much choice to prick armor penetration as their ranks are filled with so much infantry.
It could be great to give them the opportunity to wipe armored infantry by coordinating their strike.
This morale loss shouldn't concern armored vehicles attacked in melee though, and must be combined with the fact that vehicles shouldn't be concerned by control zones in melee.
Such a system could give more punch to space wolves claw packs too for an exemple.
Retaliation would be unlimited in that second case, except that a unit under attack would be less and less efficient as its morale goes down and finally leads it to be shaken/broken. That's definitely offering more tactics, giving basic troops a new purpose, would fasten the pace of melee combats and bring waves to be efficient.
Re: Wishlist/Fixes for Sanctus Reach - Devs, check it out.
I would really like to see the level up bonuses for squads available for extra points in multiplayer. In Warhammer 40 you can buy auspex or a rad grenade or whatever for your characters or squads. It would be nice if you could spend the odd points you might have left over on little upgrades like that. The custom ammo too, you would basically be paying to upgrade marine bolters to sternguard.
It seems like it should be pretty easy to give us a new voice sets and the ability to chose from one of a dozen or so marine chapters. Maybe you guys want to give us more chapters in expansions but even if there will be special rules for other chapters theres still some like White Scars and Flesh Eaters that would use the more savage space wolf army list.
Space Marine Attack Bikes totally need to be in this game. So do some other orc tribes, Cyboar mounted warriors and Bad Moon Nobs come to mind.
Would it be a terrible thing to ask for an Eldar verses Tyranids expansion some time super soon?
But really, space marine attack bikes
It seems like it should be pretty easy to give us a new voice sets and the ability to chose from one of a dozen or so marine chapters. Maybe you guys want to give us more chapters in expansions but even if there will be special rules for other chapters theres still some like White Scars and Flesh Eaters that would use the more savage space wolf army list.
Space Marine Attack Bikes totally need to be in this game. So do some other orc tribes, Cyboar mounted warriors and Bad Moon Nobs come to mind.
Would it be a terrible thing to ask for an Eldar verses Tyranids expansion some time super soon?
But really, space marine attack bikes