• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Warhammer 40k Vanguard Strike

Warhammer 40k
Vanguard Strike


Overview

Features

Modes

Resources

Screenshots

Credits


  • Genre: Altered Melee
  • Players: 1-4
  • Game version: 1.26 or later
  • Map version: 1.56
.
Inspired by the Dawn of War series from the Warhammer 40k universe, this map uses game-altering systems and many custom models created by the community to bring W40k into Warcraft III.
List of Features:
  • Squad control system with options
  • Vehicle sponson & damage effect system
  • Cover, flanking, morale, setting up heavy weapons, ordnance knockback, deep striking, firing on the move
  • Switching to close combat and tying up system
  • 13 playable races: Space marines, Necrons, Chaos, Daemons, Eldar, Drukhari, Imperium, Tau, Orks, Tyrainds, Sisters of Battle, Adeptus Mechanicus and Renegades
  • Custom AI
  • Mods: Survival, Control area, Regicide, Last stand

Squads
Most infantry units are commanded a whole squad at a time, usually 5-10 units.
Squads lose Morale as they take damage, if morale reaches 0 they deal less damage, and after 5 seconds run away to base.
Squads can be reinforced while out of combat.
Attacking a squad in close combat forces it to fight back instead of shooting.

Options
Most squads and vehicles have additional options they can purchase - flamethrowers, biomorph upgrades, sergeants, etc.

Special attacks
Melee units may perform special attacks, dealing splash damage and disrupting enemies.

Pistols
Units with pistols may fire while they move.

Heavy weapons
Units with heavy weapons, like machine guns, have to stand still for 4 seconds before they can fire.
Heavy weapons suppress enemy squads, slowing them down.

Melee charge
Some units may quickly charge into close combat once they are close to the enemy.

Deep striking
Some units, when trained, will immediately arrive to the rally point, instead of having to run across the map. They may teleport, use a drop pod, or land flying using wings or jump packs.
Vehicles
Tanks and walkers have additional ranged weapons which they may fire while moving, restricted to a certain firing ark, usually forward.
Vehicles take reduced damage from small arms fire, but hard hits may slow them down, stun or cause an explosion of fuel or ammunition.

Ordnance
Blasts from artillery and certain abilities scatter troops they hit.

Strategic points
Capture points on the map to gather Conflict, increase Population cap and provide vision.
To capture a point, have a squad stand on it for 10 seconds.

Flanking
Attacks from the side deal 25% more damage, attacks from behind deal 40% more.

Cover
Units in craters take 40% less ranged damage, except from weapons like flamers that ignore cover.

Hero equipment
Each hero has a unique shop where equipment can be purchased. Equipment is classified by slots and limited to one item for each slot.


Annihilate - default mode
Destroy all enemy HQ buildings to win.

Regicide
All players get a hero from the start, heroes are stronger. Kill the enemy hero to win.

Control area
Take more than half of Strategic points on the map and hold on to them for 5 minutes to win.

Survival
Survive 10 waves of Tyranids to win.
Tyrannoformation nodes spawn over time, you need to destroy these or they will digest the battlefield, reducing your income. At 100% tyrannoformation you lose.

Last stand
No resource income, increased starting resources. Each player has 1000 lives. Capture strategic points to drain enemy players' lives and win.

Resources
Power
is produced by building Generators
Conflict is gained when fighting and capturing points
Population cap is granted for holding points.

Unit slot limit
Most units fit into one of 3 categories: Core troops, Mobile, and Fire support.
Each of these categories has its own limit. For example, as a Chaos player, you can only have up to 3 Predators, Defilers and Havoc squads.


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UI by DampirTBs

Map uses many custom models, credits for these to:

  • IronMaiden
  • Grey Knight
  • Mechanical Man
  • Burning_Dragoon5
  • wraith
  • The_Silent
  • donut3.5
  • HerrDave
  • Ujimasa Hojo
  • Hayate
  • Louis Dust
  • NilasAran_39
  • Zess
  • psychosis
  • Dentothor
  • stan0033
  • Ket
  • Dionesiist
  • General Frank
  • Xelos, dreamcraft
And of course to Relic Entertainment for making Dawn of War and its assets.


Each race also has subfactions which can be picked on the mode selection screen at the start of the game.
Each subfaction has a preferred playstyle from the lore represented by passive bonuses. For example, if you choose Tau Farsight Enclaves, it increases the number of Crisis teams you can build and reduces melee damage your units take.

Chaos

Drukhari

Eldar

Guard

Marines

Necrons

Orks

Tyranids

Tau

Renegades

Sisters of Battle



Gifts of Chaos
- When Chaos units fight, they earn favour of the dark gods, gaining random passive abilities over time.
Marks of Chaos
- Squads and the hero can be upgraded with one of four marks, providing different bonuses.

Subfactions
  • Alpha Legion
  • Black Legion
  • Death Guard
  • Emperor's Children
  • Iron Warriors
  • Night Lords
  • Red Corsairs
  • Thousand Sons
  • Word Bearers
  • World Eaters

Hero
- Daemon prince
Baleful gaze: soars up and releases a beam of malefic energy, doing damage in a straight line
Daemonic flight: the hero jumps to the target location and creates a shield that absorbs damage and then explodes
Dreadful presence: passively weakens nearby enemies and drains their morale
Infernal gateway (ultimate): while channeled, damages enemies in an area, dragging them with chains, and heals daemons.

Units
Mortals
  • Cultists
  • Renegades
Heretic Astartes
  • Chosen
  • Legionaires
  • Raptors
  • Bikers
  • Possessed
  • Obliterators
Cult troops
If your hero has a mark of Chaos, it unlocks one of the following troops, limited to one squad.
Also some legions allow to train one of these troops, without that limit.
- Noise marines, Berzerkers, Plague marines, Rubric marines
Daemons
Daemons cost Conflict resource instead of Power. They don't gain mutations.
  • Bloodletters
  • Flamers of Tzeentch
  • Beasts of Nurgle
  • Lord of Change
Vehicles
All Chaos vehicles can be upgraded with special mutations.
  • Forgefiend, Cerberite
  • Defiler
  • Rhino
  • Predator

Power from pain
- when damaging enemies, units heal and temporarily become stronger
Webway assault
- HQ buildings can open a gate that allows units to travel to a target location.

Subfactions
Dark eldar can select a second subfaction in tier 2.
  • Covens: Dark creed, Prophets of flesh, of Twelve
  • Kabals: Black heart, Flayed skull, Obsidian rose, Poisoned tongue
  • Wych cults: Cursed blade, Red grief, Strife

Hero - Archon
Labyrinthine cunning: gives a chance to deflect melee damage, can make a squad invisible.
Shadow field: absorbs damage and damages nearby enemies.
Towering arrogance: aura, boosts armour and power form pain for nearby squads while the hero is above half health.
Animus vitae: drains life from a squad.

Units
Squads
  • Wyches
  • Hellions
  • Reavers
  • Beastmaster
  • Kabalites
  • Trueborn
  • Wracks
  • Grotesques
  • Scourges
  • Incubi
  • Mandrakes
Vehicles
  • Venom, Raider, Ravager
  • Cronos, Talos

Battle focus
- When a unit engages in combat, for the first few second it takes significantly less damage.
Webway assault
- HQ buildings can open a gate that allows units to travel to a target location.

Subfactions
  • Alaitoc
  • Altansar
  • Biel-tan
  • Iyanden
  • Iybraesil
  • Saim-hann
  • Ulthwe

Hero: Farseer
Executioner - deals damage to multiple enemy units
Fortune - protects a squad, absorbing damage
Doom - reduces nearby enemies armour
Eldritch storm - strikes an area with lightnings, slowing enemies down and dealing damage

Units
Aspect warriors
  • Dark reapers
  • Howling banshees
  • Fire dragons
  • Shining spears
  • Swooping hawks
  • Warp spiders
Other squads
  • Guardian defenders
  • Storm guardians
  • Windriders
  • Rangers
  • Warlocks
  • Harlequins
Vehicles
  • Vyper
  • Falcon
  • Fire prism
  • Night spinner
  • Wraithlord
Avatar of Khaine - superunit


Send in the next wave!
  • When a squad dies, part of the cost is refunded.
  • Tiering up your main building increases power income and unit caps.
Infantry support
- Infantry squads standing together provide an armour aura.

Subfactions
  • Armageddon
  • Cadian
  • Catachan
  • Krieg
  • Mordian
  • Tallarn
  • Valhallan
  • Vostroyan

Hero: Commissar
Summary execution: restores morale and buffs damage of a squad, by executing one squad member.
Lead by example: buffs the hero, improving his special attacks and healing nearby guardsmen when he performs them.
Aura of discipline: passively buffs damage and morale of nearby squads.
Stubborness: hero heals with each attack, and takes less damage while on his own. If the hero dies, he will revive.

Units
Infantry
  • Command squad
  • Infantry squad
  • Heavy weapon squad
  • Storm troopers
  • Catachan devils
  • Combined platoon
  • Ogryns
  • Rough riders
Vehicles
  • Sentinel
  • Chimera
  • Hellhound
  • Basilisk
  • Leman Russ, with many variations
  • Baneblade

Drop pod assault
- Most units can deep strike on the battlefield.
No fear
- Units with broken morale do not flee, but fight with reduced damage.

Subfactions
  • Blood angels
  • Dark angels
  • Imperial fists
  • Iron hands
  • Raven guard
  • Salamanders
  • Space wolves
  • Ultramarines
  • White scars

Hero: Librarian
Fury of the Ancestors - shockwave that pushes enemies back
Scrier's gaze - reveals an area
Mindshackles - slows down and weakens an enemy unit
Telekine dome - protects units from fire and pushes enemies away

Units
Infantry
  • Scouts
  • Assault squad
  • Devastator squad
  • Tactical squad
  • Bikers
  • Sternguard
  • Terminator squad
Vehicles
  • Land speeder
  • Razorback
  • Predator
  • Vindicator
  • Whirlwind
  • Land raider
  • Dreadnought
  • Hellfire dreadnought

Phase out
- Retreating necrons instantly teleport back to base.
Reanimation
- When a necron dies, there is a chance he will come back to "life" over a few seconds.

Subfactions
  • Mephrit
  • Nephrekh
  • Nihilakh
  • Novokh
  • Sautekh
  • Szarekhan

Hero - Necron Lord
  • My will be done - while channeled, makes a squad faster
  • Veil of Darkness - teleports the hero and some nearby squads
  • Command protocols - changes a passive aura providing one of a few bonuses
  • Tachyon arrow - deals massive damage to a single target and creates an anomaly, dealing damage over time

Units
Troops
  • Scarab swarms
  • Wraiths
  • Necron warriors
  • Flayed ones
  • Immortals
  • Deathmarks
  • Lychguard
  • Praetorians
  • Destroyers
Vehicles
  • Canoptek spyder
  • Doomsday ark
  • Ghost ark
  • Triarch stalker
  • Awakened monolith
Transcendent C'tan - superunit

Mob rule
- Big concentrations of ork units create an aura that increases attack speed and move speed

Subfactions
  • Bad moons
  • Blood axes
  • Evil sunz
  • Goffs
  • Deathskullz
  • Snakebites

Hero - Warboss
Breakin' 'eads - restores morale of a squad and boosts the hero's damage
Krump'em - Stuns and knocks back nearby enemies
Mega armour - reduces damage taken; after absorbing a certain amount, increases move speed and damages all nearby enemies
Waaagh! - grants a damage bonus and melee charge to all nearby orks

Units
Troops
  • Gretchen
  • Slugga boyz
  • Lootas
  • Storm boyz
  • Meganobs
  • Flash gitz
  • Kommandos
  • Weird boyz
  • Warbikers
Vehicles
  • Killa kan
  • Trukk
  • Death rolla
Squiggoth - superunit

Instinctive behaviour
  • Tyranids with broken morale will not flee, but fight with reduced damage and won't respond to orders.
  • Synapse creatures improve morale of nearby squads.

Subfactions
  • Behemoth
  • Gorgon
  • Hydra
  • Jormungandr
  • Kraken
  • Kronos
  • Leviathan

Hero: Hive Tyrant
Paroxysm: while channeled, damages and stuns an enemy squad
Smash: charges in a straight line, disrupting enemy troops
Onslaught: movement speed aura
Catalyst: for a duration, nearby tyranids will regenerate and will not die

Units
Troops
  • Ripper swarms
  • Hormagaunts
  • Termagants
  • Gargoyles
  • Warriors
  • Raveners
  • Pyrovores/biovores
  • Zoanthropes
  • Hive guard
  • Tyrant guard
  • Venomthropes
  • Lictors
Monstrous creatures
  • Carnifex
  • Exocrine
  • Trygon
  • Venomfex


Drones
- many Tau units can be accompanied by different drones

Subfactions
  • Bork'an
  • Dal'yth
  • Farsight enclaves
  • Sa'cea
  • T'au
  • Vior'la

Hero: Commander

Units
Squads
  • Crisis team
  • Stealth team
  • Broadside team
  • Fire warriors
  • Pathfinders
  • Kroot
  • Vespid
  • Drone squadron
Vehicles
  • Devilfish
  • Hammerhead
  • Sky ray

Uncertain Worth
- Squads have their morale randomized when they enter combat. Squads with high morale deal bonus damage, up to +50%.

Subfactions
  • Blood Pact
  • Vraksian Renegades
  • Hive Scum
  • Death Cult

Hero: Arch-Heretic

Units
Squads
  • Disciples
  • Militia
  • Loxatl
  • Forsaken
  • Ogryn Berzerkers
  • Field artillery
  • Rogue psykers
Vehicles
  • Stalk tank
  • Malcador Annihilator
  • Malcador Defender

Acts of Faith
  • Units take less damage when their morale is high, up to -50%
  • When squad members die, squad morale and damage are increased

Subfactions
  • Argent Shroud
  • Bloody Rose
  • Ebon Chalice
  • Our Martyred Lady
  • Sacred Rose
  • Valorous Heart

Hero: Canoness

Units
Squads
  • Dominions
  • Battle sisters
  • Retributors
  • Seraphim
  • Repentia
  • Celestian Sacresants
Vehicles
  • Penitent engine
  • Immolator
  • Exorcist
  • Castigator
Superunit: Living saint
Previews
Contents

Vanguard Strike v1.56 (Map)

Reviews
deepstrasz
If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS Description Guide - Melee Maps Describing Your Melee...
Level 2
Joined
Jul 9, 2014
Messages
19
Here you go.
The Tau models and the buildings don't have their original animations. I animated them in Mdl Vis / Magos / animtransfer in Retera's. Back then I didn't know how to convert animations.
The Necron units aren't the ones I use in my map, these ones I converted recently but haven't put in the map yet. They have original animations.

The Necron Warrior and Lord you can find on xgm guru where the original author (Iron Maiden) posted them.
thanks master
 
Level 2
Joined
Dec 25, 2023
Messages
5
Oh, I have one thing to report. The Survival mode turtle punishment comes down even when all I have back at home are workers and turrets (turrets also trigger spores). I think that's really not conducive to fun gameplay and just makes it more tedious to have to move my workers around really often. It doesn't help that Tyranid troops also drop into base fairly often later on and that makes it even more annoying.
 
Level 2
Joined
Dec 25, 2023
Messages
5
The survival event things trigger automatically, on cooldown. Maybe it's a good idea to add conditions to them. I'll think about that.
I will try making different terrain once I manage to flesh out the AdMech a bit more. It's difficult to move stuff between maps.
I see! Once again, love ya work so far it's really fun. I've noticed a little thing where sometimes unit commands are only followed by specific members of a squad. I imagine it's just a consequence of it being quite fiddly to make squad controls like that in the first place but I just felt like pointing that out in case you could do something about it.
Do you have a community or something for this map on Discord?
 
Level 27
Joined
Apr 3, 2018
Messages
500
skorp.png
Survival mode
  • Spore bombardment: will no longer bombard your base if you have 3k hp or less worth of units in there
AdMech
  • added Skorpius Disintegrator tanks
  • added Ironstriders, for now use the Sentinel model
  • added some simple abilities and items for hero
Drukhari
  • Power from Pain damage bonus per level reduced to 15% (from 20%), melee vampirism increased to 30% (from 25%)
  • Trueborn now only get 1 heavy weapon and 3 specials, but no longer limited to 2 squads
  • Raider projectile fixed to the same as other dark lance projectiles
  • Wyches parry chance with Deflect upgrade increased to 30% (from 20%)
  • Tier 2 cost increased
Renegades
  • Loxatl gained Borrow rush, fixed ranged damage type
Tau
  • Riptide: mana cost of abilities increased
 
Last edited:
Level 27
Joined
Apr 3, 2018
Messages
500
Vanguard Strike Changelog 1.55
New: Stratagem system
  • (F2) Allows you to use global abilities based on faction.
  • Points (mana) for using Stratagems are awarded over time for holding Strategic points.
General
  • New game setting: Turtling, increasing starting population cap to 100. With this setting, you don't need to capture points in order to increase your maximum army size.
  • New game setting: Tower wars, allowing to build wherever and raising turret limit to 30.
  • Added player names to the starting screen.
  • Added the ability to arrange teams to the starting screen.
Survival mode
  • Players are no longer automatically allied.
  • Some adjustment to the conditions for Spore bombardment.
Chaos
  • added Vindicator
  • Havocs: added Missile launcher and Heavy bolter options
  • Rubric marines: added Psychic power options for Doombolt and Teleport in addition to existing barrier power
  • fixed Warp frenzy and Cosmic Fate incorrect numbers on the tooltip
Craftworld Eldar
  • Battle focus changed to a barrier that lasts 10 seconds, absorbs up to the squad's max hp
  • Webway portal no longer an HQ ability, now a Stratagem
Dark Eldar
  • Hellions changed to Fortified armour and 500 hp (instead of Beasts and 600)
  • Webway portal no longer an HQ ability, now a Stratagem
Guard
  • Infantry bunkers may now be boarded and attack like orc burrows
Necrons
  • fixed build animation for Warrior Tomb
Orks
  • Warboss ultimate is now Call Da Boyz, which summons a unit
  • Deffguns and Rokkits now require tier 2
Renegades
  • added Chimeras
  • added research to vehicle production building
  • Loxatl squad food cost reduced
  • Stalk tank now regenerates health as befits a daemon engine
Sisters
  • added research to vehicle production building
Tyranids
  • Gaunt health gain from research increased, cost increased
 
Level 27
Joined
Apr 3, 2018
Messages
500
New faction: Daemons
  • Daemonic Instability: if morale breaks, units lose health over time instead of retreating; retreating units refund cost
  • Warp Taint: nearby enemy squads accumulate corruption, once full they suffer a permanent debuff

General
  • added Perils of the Warp: when Psykers use their powers, random mishaps can happen
  • Conflict is no longer generated for taking damage; but melee damage generates Conflict twice as fast
  • bugfix: units failing to reach strategic points captured by enemy if ordered while the point is in fog of war

Adeptus Mechanicus
  • added Knight Paladin, super-unit

Chaos
  • hero is now Chaos Lord, because Daemon Prince is for Daemons
  • Chaos Lord gains mutations when leveling up, and active abilities from items; at max level, can become Daemon Prince
  • Obliterators now require a Relic point; can fire while moving or in close combat; range of all guns increased to 1400
  • Lord of Change no longer available to mortals, only Daemons
  • Cultist squad size and food cost increased by 50%
  • Defiler changed to Mobile unit slot instead of Fire support
  • Bloodletters changed to Power weapon damage
  • fixed Flamers counting as Core instead of Mobile
  • Lifetaker demerit reduced to 0.6% from 0.8%
  • mutation rate from ranged damage halved

Craftworld Eldar
  • Warlock Conclaves now require Tier 2
  • Warlock Conclave now can select different buff and debuff powers
  • Warlock Conclave Destructor damage increased to 55 (instead of 25)
  • Warlock Conclave cost and reinforce cost increased, now costs Conflict to reinforce
  • Warlocks hp increased to 900 (from 700)
  • Battle Focus maximum barrier reduced to 60% of max hp instead of 100%

Guard
  • Command squad now can pick different special weapons, up to 4 without other specialists
  • Command squad gained options for psychic powers on the Psyker; Psyker's ranged attack changed to laspistol, gained melee attack

Orks
  • Weirdboyz gained new powers: Frazzle, Jabbin' Fingerz
  • Weirdboyz Foot of Gork now scales off Mob Rule stacks, not food used

Renegades
  • added Cultists
  • Forsaken Blasting Charge removed, now gain mutations when trained

Tau
  • Commander's Orbital uplink ability replaced with Seeker Strike, damaging random units in an area
 
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