I've searched around, and can't find a simulator program of tabletop play for the wargame "Warhammer 40,000". The main reason I'd really like to get ahold of a (FREE) copy is because I'd absolutely love to see how these races play in the tabletop game (my first intro to 40k was the Ultramarines Omnibus, but what hooked me was the Dawn of War PC games).
So, does anybody know of one that-
1. Has moderately good graphics. I'd like to be able to see some detail in the models/miniatures, but I don't mind a moderate graphics quality.2. Can support ALL the armies of 40K.3. Can support adding a unit by template-editing; possibly having this built into the game interface would be cool.4. Can support the usage of varying "points"-value armies. Since units in 40K cost points and there is a points limit, this determines the size of a battle. An example would be a "500" point game, "1000", "1500", or "2000" point game.5. Is updated for the current codex versions.6. Is updated for the Cities of Death and Apocolypse expansions.
Other than those points, the only thing I can think of is- that I should be able to download it for free (I'm strapped for cash ATM).
Doable, but it will require enormous amount of time to make a mod like that. Think about FFH2 for example.
Space Marines- ChaptersImperial Guard aren't organized in Legions (that's the SM); they are organized as "Regiments".Orks are clans so that's good.Eldar aren't "families"; they actually organize themselves into different Craftworlds (giant spaceborne worldships that can move)
However, if a 40K mod does end up in Elemental, then an entirely different route would need to be taken.
1. Orks would need huge popcaps. They would have rather powerful (but extremely innaccurate/unreliable) ranged weaponry, which forces the Orks to close range. Against very shooty armies (like the Guard or Tau), this would cause droves of them to fall.
2. Eldar could get away with small popcaps; however they could have high popcaps, with their Aspect Warriors costing large pop quantities and being very expensive; thus, an Eldar player could simply mobilize a bazillion Guardians instead of only a few Aspect Warriors.
3. Tyranids and Necrons should be playable races instead of NPCs. With both of them, this would necessitate huge changes to how Elemental normally plays; however, with all the modding potential of E:TWoG, I suspect doing so will be very simple.
And yet the Land Raider will almost certainly be crushed by a Baneblade. God forbid a Shadowsword decides to enter the field against some Spess Mehreens.
Not necessarily. If you have a fairly large team each working on something, then you can do it pretty well. The key is finding out who knows what, and then assigning them tasks that make the most of their knowledge; for example, a TT player who ONLY plays Eldar would be assigned the creation and stats of Eldar units, spells, ad nauseum.
Probably the hard part would be doing the "sovereign". After all, the "sovereign" is effectively the HQ choice. As a result, it would be a bit difficult to implement those armies that tend to use a number of individuals as their HQ (ex.- IG command squads).
Well yeah, if you have a big team. Creating the necessary 3D models for the units, weapons, armors + tiles & overland gfx will take a long time, even if more gfx experts/modellers will work on it....but it's doable of course.
So, if Orcs need huge pop-caps ... then why is it always so painful to build a huge army in Dawn of War? -the original Dawn of War
I always thought that the actual populations of Humans vs Orcs was like 10 humans to 1 Orc (universe wide), its just that Orcs can replace population extremely quickly.
I understand that Craftworlds are the distinction of Eldar, but since there can't be multiple "Craftworlds" in one game-setting, I figured since all the inhabitants of each Craftworld are related, "families" might be appropriate. But yea, I guess with all the Web-Way teleportation, you could still separate via distinction of Craftworld.
In this case ... I would say that Eldar's population growth (on Elemental Earth) to be extremely low, however population can be teleported from their Craftworld (which costs something?) ... where their craftworld has an extremely high pop-cap and fast rate of growth ... however it costs (money?) to teleport people in.
As for necrons, they have infinite pop-cap (obviously) and zero pop growth. As new machines are awakened, their population increases slowly. Also, they are more like Empire .... they have no buildings other than buildings necessary to outfit their troops ... and all population are automatically soldiers (lowest level soldier) that can be upgraded into more powerful things.
Therefore, their population is always going to equal their army.
Tyrannid "civilian population" is going to consist primarily as breeders and Larvae, so they also won't use buildings. But their populations will still be vulnerable to attack (yet still deadly for attackers, with poisonous spores and other defenses -> including the breeders themselves).
Meanwhile, Tyrannid economy would also consist of units (are they combatant style? or more like Zerg Overlords?)
The rest of the HQ choice could just be the honor guard of that Sovereign.
If your doing it elemental style, then generally you'll start with no honor guard, and then assign Advisers via special units into your honor guard ... via Dawn of War style
Then for Races that have only single-entity HQs, simply disable honor guards for them, or something.
Actually, there's probably 10 Orks/1 Human, as Orks are able to reproduce prolifically via spores, and the Orks also infest the galaxy in 40K.
I'm not really sure what you're asking with the Zerg Overlord thing; for Tyranids all their units are produced from the Hive Ships (though in DoW2, they have a ground-based hive).
Probably an interesting take is to use a DoW2-esque thing for the 'Nids. In DoW2, there's this thing called the "Global Resource", that's used for Global Abilities. Each race has it's own name for it, and accumulates it at a steady rate. However, you also accumulate it through taking casualties and by killing enemy units (you only get 75% per/your casualty, but 100% for killed enemies).
The Tyranid name for the Global Resource is "Biomass"; thus, perhaps by harvesting surrounding tiles and killing enemies/losing their own troops they can accumulate biomass resources, that can then be spent on new units.
As for the Eldar; hmm. I'm thinking that it would probably be better to have a total pop cap similar to something like the Imperial Guard; then, having Aspect Warriors take up more population than Guardians.
That's an excellent idea for the Guard and the Tyranids (Hive Tyrant+Tyrant Guard) and some choices as the Eldar (Farseer+Warlocks/Seer Council); however what I'm thinking of in particular is the Eldar Avatar of Khaine. The Avatar is an HQ choice, but there's really not an interesting way to combine it with any of the other HQ choices for the Eldar.
So ... how would more and stronger Orcs (than Imperial Guard) work?
In all the games I have played ... Tyrannids generally had the most units, followed by Imperial Guard, followed by Necrons ... unless the Imperial Guard were using a lot of tanks.
Is there something I am missing about hoards of *weakling* orcs?
It's not so much hoards of 'weakling' Orks, so much as hoards of tough Orks that have terrible ranged firepower.
The idea is that the Orks are strongest in melee, so they close to melee as fast as possible; however, against a very shooty army like the Guard or the Tau, this can spell death as both the Guard and Tau have some exceptionally strong ranged firepower.
I find it a little strange that the Necrons have lots of units; perhaps you got the impression because the Necrons have the "We'll be Back" rule, that allows them to come back to life?
A lot of my ideas for the economies of some of the more unique races are based on the DoW games; for example, the Necrons would use a lot of power to exhume all their Necron troops; Tyranids use biomass.
I'm not really sure about the others. Since a 40K mod in Elemental would probably still have *some* empire building, the economies are something that would be very difficult to figure out.
Well ... I figure we can use the First Dawn of War game (the best) as a basic starting point for City-Building. Then we can add some civilian structures, etc.
Of course, the Space Marines will have probably the lowest population and the highest stats (and the best melee, and probably best range/accuracy if you give a 1 to 1 comparison on Space Marine w/ Rifle vs one Guard w/ Rifle)
but yea, the Imperial Guard are a Hoard w/ Range, and the Tau are stealth ninjas with the BEST range ... and Dinosaurs
I'll concede the Orks having the highest population ... if they also have the worst tech and the worst ranged weaponry.
Not only weak accuracy, but also less powerful as well. Then give them the second best Melee (less than Space Marines), and 80% of their morale tied to the Life or Death of their Leadership. For instance, if their NobBoss dies then they all retreat, or start acting crazy/ can't be given orders/ randomly charge into things w/o formation or organization
But then again, its not like the orcs were ever *that* organized.
Also, isn't it odd how the Warhammer 40k armies march (for the most part) in collums/ units that wouldn't make since with post WWI technology?
Is it primarily b/c of the orcs, and simply amassing your troops (bad vs ranged enemies) in order to concentrate as much firepower vs orcs as possible?
In any case, in the first Dawn of War my army was always the biggest. And probably the fastest growing half the time.
The one thing I would be worried about. Is that since GW is soooooo IP overprotective.
I mean these guys really are over the top. They would find someone to C+D a mod.
Games Workshop?
So you are saying that any mod ... Warcraft or otherwise ... would attempt to destroy any budding mods based upon their universe? Mods that are potentially (Free) advertising?
If they thought it might cut into their miniture sales share.. Yes They Would.
Not sure you could legally stop a mod, but if it infringed on CR and TM they might be able too.
But as other people pointed out their is no TT sim because they are afraid of the margins to their miniture sales. and these people routinely C+D sites and games.
It's funny I own a bit of their minitures, Orks and SM mostly. But I can never play because I just don't have any freinds that do. Shame to because I love the system and lore. But I'll never play because they will never have a TT computer version.
They should make their OWN damn TT computer game!!
Sure, it might *slightly* cut into miniature sales, but they could also cut back on miniature production.
Suddenly, they would find themselves in a rather EXPANDED market.
I am in no way promoting a TT simulator mod ... merely an EMPIRE BUILDING mod based on Warhammer 40k, with the Neo-Tech Prussian fighting styles implemented by most races in Warhammer 40k.
Yeah, using the DoW games as the basis would be best.
With the Orks- high pop, very unreliable equipment, crazy-good melee, and extremely poor ranged weaponry (for the most part); some Ork ranged weapons are devestating but could have a chance to either self-detonate the weapon, not do anything, or cease working after a single shot.
With the Orks, if the Warboss is killed (the Warboss is always the biggest/strongest Ork), then they would start fighting each other to find out who's in charge.
Well, considering the background of Warhammer 40,000, not really, no. And marching in a column is actually more efficient if you think about it. In some ways anyway.
Too true. While there would probably be quite a bit BASED on the Codices, there would have to be a middle ground because for all of Elemental's modding-goodness, I highly doubt it could (without significant work) properly implement a TT simulation of Warhammer 40,000.
Yeah, a TT sim mod also wouldn't be taking full advantage of 1) the fluff/lore of 40K, 2) the potential of the Elemental engine, and 3) the sheer awesomeness of Warhammer 40,000.
Though I did note that GW should make their own TT sim, as they would reach a large amount of people, and might even get people to buy their minis more often.
I myself want to collect some 40K minis, since their just so damn cool.
I'll probably get a few ... for a while I wanted to get some miniatures of the Lizard race in WarHammer to use for my own purposes. In the end, the price wasn't worth the cool factor. If the miniatures were more inherently cool however (as Designed towards my own ends, meaning more similar to Dinosaurs/Dragons)
But yea, I might get a few minis cause they are cool (from Imperial Guard, Space Marines, and Tyrannids) ... but not enough for gaming purposes. I also used to buy Mage Knight Dragons/etc for the coolness/collector factor.
Also, I am quite curious as to what in the background of Warhammer 40K (fluff) does it make more sense for the Advanced Weaponry of the Imperium to use Prussian-style Fighting Techniques?
The Imperium controls pretty much all of the galaxy and has trillions upon trillions of subjects, so it has no shortage of replacements for its cannon fodder. Considering this is the grimdarkness of the far future where most of mankind's technology has been lost except for what the AdMech has managed to salvage, its best bet for survival is to throw wave after wave of expendable infantry at their foes in order to bury them under a wave of corpses.
The Imperium's best Advanced Weaponry are bolters (which use some sort of expensive diamond-like material for their tips since using far cheaper steel, tungsten, or U-238 tips never occurred to the AdMech, and bolters are somehow extremely complicated weapons despite them being stubguns that fire HE rounds instead of solid slugs) and plasma guns (which are expensive and difficult to produce and have a chance of exploding when fired), so it is a bit hard to equip a newly-founded IG regiment numbering around 30,000 men who are each expected to die within fifteen hours of arrival on the battlefield with bolters and plasma guns when las weapons can be manufactured quickly and cheaply.
I know, it still doesn't explain why Guardsmen aren't equipped with decent armor considering carapace armor probably isn't much harder to make than flak armor.
Well, who knows, it might be. Though I will point out that Eldar and Tau plasma weapons are more stable (re: won't blow up in your face) then Imperial plasma weaponry, but are also slightly less powerful.
Also, Sparda, I read somewhere that for Imperial plasma weapons, if you roll a "1", the weapon explodes, killing the firer/user.1) Is this correct?2) Does it also apply to the Leman Russ Executioner (the Leman Russ w/ Plasma Destroyer)
See, this is what I can't possibly understand. If the Imperium holds trillions of trillions of subjects, and controls most of the galaxy, then it would follow that the Orks never actually have anywhere near that amount, but instead bloom like viruses in various pockets of the Universe and attack and die just as quickly as they are birthed from a single parental generation.
Thus, it seems that the orcs have either billions or trillions of troopers depending on whether they were just recently decimated in a campaign or were preparing for a campaign/ actually sucessful
So that in any pocket of the Galaxy, the Orcish population could fluctuate between a few million to a few billion and back again.
Which is why I should think only 50%-75% the pop cap of Imperium of Man ... while having a growth rate 5x or 10x higher.
Well the thing is that where their are Orks, there are an enormous quantity of Orks.
Example- planet A starts with 10,000 Orks on it. These Orks then go on a "Waaaagh!", conquering the planet, but suffer enormous casualties from the Imperial PDF garrisons.
As a result, there are now 100,000 Orks on the planet, since the Orky spores have spread.
Effectively Orkish populations can skyrocket rapidly. Also, I believe there's some 400-500 trillion people that are all Imperial subjects (so not trillions of trillions, more like 100s of trillions).
Fluff wise Orks are rather overpowered from a number of standpoints. Mechanics-wise they still get chewed apart by very shooty armies that are successful in keeping the Orks at arms length.
EDIT: you also have to remember the method of Orkish reproduction. They don't have female or male Orks. They just have Orks. Orks reproduce by dispersing spores; these spores also incidentally have the capability of creating an entire Orkish ecosystem.
What is an entire Orkish ecosystem?
wh40k.lexicanum.com/wiki/Ork
This can explain it better than I can.
1. No, it doesn't explode, it just gets really really hot and causes significant burns, and the model that fired it can roll a save against the wound (yes, even Guardsmen can try and roll a 5+ to avoid dying). Note that it doesn't kill the model if the save roll is failed, it just causes a single wound so any multi-wound models that roll a 1 and fail the armor save won't die unless they only had one wound left. Of course since you did roll a one on the To-Hit roll you end up missing your shot.
2. Vehicles are immune to the effects of Gets Hot! since being vehicles they carry additional cooling and venting systems, preventing overheats from plasma weapons. So go ahead and enjoy your Heavy 3 plasma cannon tank with plasma cannon sponsons.
Ah, thanks for clearing that up.
*insert evil laugh* the Leman Russ Executioner will immolate all enemies in a blast of plasma heat!
Yeah well, it is expensive, and you may want a regular Leman Russ as well for the 72" S8 AP3 Ordnance Blast Battle Cannon. You read that correctly, the regular Leman Russ can match Tau Hammerheads for range, and hit them with a S8 Ordnance weapon (which is great, since Ordnance weapons get +1 on vehicle damage table rolls). Oh, and get a Basilisk or three for the 240" range and Ordnance Barrage S9 AP2 Large Blast weapon. And remember, you can get three Leman Russes or three Basilisks for the price of one Heavy Support slot.
I love the new IG codex and the vehicle squadrons for everything from Hellhounds to Basilisks.
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