- Joined
- Jun 17, 2007
- Messages
- 1,433
I would like to create a strategy game based upon Game Workshop's Warhammer 40,000 miniatures. There will be roughly 4 team consisting of..
Team 1: Space marines, Imperial Guard, and Witch/daemon hunters, Eldar
Team 2: Ork clans 1&2
Team 3: Necrons
Team 4: Chaos space marines 1&2
Team 5: Dark Eldar
Team 6: Tau
Alliances: All alliances are permanent save for Eldar or Space Marines becoming Dark Eldar and chaos space marines respectively, this will give them a minor power boost, but the loss of their base and all current resources. Note: Eldar do not share vision with their allies and vice versa.
Resources: This game will consist of 2 resources; Acquisition and Power, Acquisition is gained periodically based on control points owned and power is gained periodically based on your amount of generators constructed.
I am roughly 80% done the units save for the Tau models i am currently in need of.
Faction Summary:
Necrons: The power of their units are roughly equal to space marines save for the fact that they have an ability similiar to reincarnation allowing them to come back with 50% health(30 second cooldown). C'tan are extremely powerful heroes although they can only have 1(chosen through a dialog at the beginning).
Tau: Low health, Long range, Medium Damage, Ranged base save for Kroot Carnivores.
Imperial Guard: They posses the most powerful tanks in the game but their infantry are primarily ranged based and are better used as cannon fodder. Temple Assassins have permanent invisibility and are adept at kill key units/heroes.
Orks: They are nearly 100% melee based, and only have 1 ranged units, they have the control of the weakest, but cheapest units in the game(Gretchins) although they are better used to destroy mines(by means of cunning or their own lives).
Space Marines: The core of Team 1's armies should be made of these, equally adept at both ranged and melee with the second most powerful tanks in the game, their inspiring presence gives hope to all those near(<pending> aura).
Eldar: Their far seers contain powerful abilities, they are a good balance of melee and ranged and are well stealthy hit and run tactics.
Dark Eldar: Similar to Eldar save for their slightly strengthened units(chaos damage) and small unit replacements.
Chaos Space Marines: Similar to space marines but lose the Inspiring presence and have powerful close combat centered daemonic units.
Other:
Space marines are able to choose their chapter(each chapter has a different insignia, uniform, and bonuses).
Space Wolves: +10 melee damage
Dark Angels: Artifacts are 20% cheaper
Ultramarines: +1 armour, +3 damage, +5% attack speed
Blood Angels: healed 10hp after every kill
Imperial Fists: Bonus Artifact "Adamant Fist"
Raven Guard: +10% attack speed
Black Templars: +40 movement speed
Space Marines or Eldar can become corrupted and join Chaos Space marines and Dark Eldar respectively by typing -corrupt.
Chaos Space marines can peform special sacrifices and rituals to summon greater daemons,(currently only have the bloodthirster and great unclean one) limited to 1 per player.
Orks can gain control of other ork clans by killing their leader or banner(normally controlled by neutral hostile) to bolster their forces.
There is a powerful weapon known as a titan hidden in a random place in the map,(generated randomly every game) can be captured to potentially destroy
10 units(heroes and buildings using its powerful weapons). Has no attack, instead its weapon is used as an ability with an extremely high cool down.
More to be revealed soon!!!
Team 1: Space marines, Imperial Guard, and Witch/daemon hunters, Eldar
Team 2: Ork clans 1&2
Team 3: Necrons
Team 4: Chaos space marines 1&2
Team 5: Dark Eldar
Team 6: Tau
Alliances: All alliances are permanent save for Eldar or Space Marines becoming Dark Eldar and chaos space marines respectively, this will give them a minor power boost, but the loss of their base and all current resources. Note: Eldar do not share vision with their allies and vice versa.
Resources: This game will consist of 2 resources; Acquisition and Power, Acquisition is gained periodically based on control points owned and power is gained periodically based on your amount of generators constructed.
I am roughly 80% done the units save for the Tau models i am currently in need of.
Faction Summary:
Necrons: The power of their units are roughly equal to space marines save for the fact that they have an ability similiar to reincarnation allowing them to come back with 50% health(30 second cooldown). C'tan are extremely powerful heroes although they can only have 1(chosen through a dialog at the beginning).
Tau: Low health, Long range, Medium Damage, Ranged base save for Kroot Carnivores.
Imperial Guard: They posses the most powerful tanks in the game but their infantry are primarily ranged based and are better used as cannon fodder. Temple Assassins have permanent invisibility and are adept at kill key units/heroes.
Orks: They are nearly 100% melee based, and only have 1 ranged units, they have the control of the weakest, but cheapest units in the game(Gretchins) although they are better used to destroy mines(by means of cunning or their own lives).
Space Marines: The core of Team 1's armies should be made of these, equally adept at both ranged and melee with the second most powerful tanks in the game, their inspiring presence gives hope to all those near(<pending> aura).
Eldar: Their far seers contain powerful abilities, they are a good balance of melee and ranged and are well stealthy hit and run tactics.
Dark Eldar: Similar to Eldar save for their slightly strengthened units(chaos damage) and small unit replacements.
Chaos Space Marines: Similar to space marines but lose the Inspiring presence and have powerful close combat centered daemonic units.
Other:
Space marines are able to choose their chapter(each chapter has a different insignia, uniform, and bonuses).
Space Wolves: +10 melee damage
Dark Angels: Artifacts are 20% cheaper
Ultramarines: +1 armour, +3 damage, +5% attack speed
Blood Angels: healed 10hp after every kill
Imperial Fists: Bonus Artifact "Adamant Fist"
Raven Guard: +10% attack speed
Black Templars: +40 movement speed
Space Marines or Eldar can become corrupted and join Chaos Space marines and Dark Eldar respectively by typing -corrupt.
Chaos Space marines can peform special sacrifices and rituals to summon greater daemons,(currently only have the bloodthirster and great unclean one) limited to 1 per player.
Orks can gain control of other ork clans by killing their leader or banner(normally controlled by neutral hostile) to bolster their forces.
There is a powerful weapon known as a titan hidden in a random place in the map,(generated randomly every game) can be captured to potentially destroy
10 units(heroes and buildings using its powerful weapons). Has no attack, instead its weapon is used as an ability with an extremely high cool down.
More to be revealed soon!!!
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