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Author Topic: WH40K discussion thread: [loading grimdark, please wait]  (Read 1052814 times)

Egan_BW

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9810 on: December 05, 2017, 01:19:35 pm »

Or you just don't bother with the jean stealers and eat the planet first thing.
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Trekkin

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9811 on: December 05, 2017, 01:34:13 pm »

What we need is a Total Warhammer 40k
Land battles like a mixture of Dawn of War 1 and Company of Hero's but at a larger, larger scale and more elements.

Commando raids and special missions like Dawn of War II.

Space battles like Battlefleet Gothic: Armageddon

A strategic map like the Total War ones but where each planet gets it's own map where you move armies. And then there's the system/subsector map where you move fleets.

So you want three games for the price of one, each of which works fundamentally differently from the other two, all blended into a coherent experience that works across hugely different mechanics for different races?

You may be waiting a while.
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LordBaal

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9812 on: December 05, 2017, 01:40:39 pm »

So you want three games for the price of one, each of which works fundamentally differently from the other two, all blended into a coherent experience that works across hugely different mechanics for different races?
Yes I do. But about the price... Total Warhammer is selling you basically the same game with different campaigns thrice over for a grand total of more than 150 bucks at release price. I would gladly pay that for a game with everything in.

You may be waiting a while.
Yes I will.

But seriously isn't that far off if you think about. Picture the game Empire at War, only a tad more deep and detailed, with bigger maps and a true commando raid mechanic.
« Last Edit: December 05, 2017, 05:14:18 pm by LordBaal »
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
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nenjin

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9813 on: December 05, 2017, 02:31:41 pm »

So you want three games for the price of one, each of which works fundamentally differently from the other two, all blended into a coherent experience that works across hugely different mechanics for different races?

And he wanted it last year, Emperor damn it!
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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9814 on: December 05, 2017, 04:15:26 pm »

Yes please, but with very different playstyles base on which faction your playing. I.G plays fairly conventionally, Space Marines conquer less and act more as support, Eldar just sort of fuck around until they get their win condition and Orks are actually everywhere, all the time.
imo IG should not play conventionally, they are very unconventional. Space marines function imo more conventionally, where the IG are maximum attrition combat specialists to such an extent that Khorne drowns in skulls. Add in Commissars, elite guardsmen, infinite basilisks guided by the Emperor, their armoured fun units, cavalry, you've got an unconventional force by our standards at least. What I mean is that in RTS, Space Marines are pretty common, but guardsmen are pretty uncommon.

IG - Commands are incredibly important, as Imperial Guardsmen are much more prone to falling back or being pinned if they are not well-led. Conversely, being well-led will allow guardsmen to stand up to demons and unleash FRFSRF tier pew pew laser beams. Strategy will focus on attrition and capturing territory on campaign maps, so the guardsmen specialty will be resupply and reinforcement, where they can afford to lose battles as long as they hold the line hold their objectives. A nice way would be to have an experience mechanic, so every unit has experience that is reduced when that unit takes casualties. Factions like space marines will be able to produce elite veterans because in every battle they rarely take casualties, guardsmen will find it harder to produce veterans but make up for it in numbers.

SM - Focus on heavy weapons & mobility, victory not based upon capturing and holding objectives so much as either capturing objectives or eliminating the enemy's fighting ability. Imagine a campaign map across a planet, where it's divided into grids for army regiments to move across. This would be affected by geography and such, but space marines would be able to pretty much ignore all logistical limits and geographical limits and deep strike into the enemy, destroying HQs, logistical hubs and vulnerable army units. Space marines would be hard to replace, but also very hard to lose. Most likely would have to be a fleet-based chapter for MAXIMUM FUN. Nothing more need much be said except for having mobile infantry-sized tanks firing rapid rocket launchers running around, immune to issues of morale or small-arms fire.

Eldar / DEldar - Focus on ambush & mobility. On the strategic map the Eldar move fastest and can use webway gates to teleport around. On the total-warrish tactical map, when both sides are deploying their forces, the Eldar setup cannot be viewed by the enemy (to represent the Eldar having the initiative as ambushers) and the Eldar get to have fun with their wonderful mobility. The glass cannon faction basically, where every unit has high DPS and movement, but low health.

Tyranids - Focus on capturing key points on the strategic map like river sources and great farms or forests. The capture of each one of these objectives increases the Tyranid's corruption of the biosphere, so the more objectives corrupted, the more beneficial events will occur in tactical battles. Things like the enemy having reduced LOS, you having access to more and bigger Tyranid bioforms, random rains of mycetic spores or genestealer attacks e.t.c.
One of the more unique factions where their objective and strength lies in changing the entire theatre of war they're in completely.

Chaos - They'll have similar Imperial stuff, but how to work in demons would be tricky. I dunno about that one.

Tau - Jack of all trades. Stealth suits like Eldar, Mechs like Spehss mahrin, shooty dudes like Imperials.

Orks - WAAAAAAAAAAAAAAGH!!!!! Orks produce units very slowly from conventional sources, so control of vital objectives like hives won't benefit them as much as it does other factions like Chaos or IG. However, Orks have access to the WAAAAAAAAAAAGH!!! The more and the larger tactical battles Orks manage to get stuck in, the more their WAAAAAAAAAAGH!!! increases. Increasing this factor increases the number of Orks they can recruit in addition to the pool of vehicles they can loot. This would encourage the player to get into the Ork mindset of battle = very good.

Necrons - soi soi soi soi. Basically DOW DC, where in the tactical map necrons have a habit of coming back to life after they've been killed.

Inquisition - secret faction, nobody expects them.

Egan_BW

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9815 on: December 05, 2017, 06:30:36 pm »

Uh, what about the imperial navy? Kinda an important faction if the game has space battles and logistics. They probably act a little like galactix strategy taxi driver simulator, being the main force that moves all the other imperial units around.

And what about the admech boys? Can't have a party without sciitarri, yeah?
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90908

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9816 on: December 05, 2017, 07:50:33 pm »

Words
I was thinking more on the strategic scale. The I.G is what really does the conquering, so they would be able to hold planets. Space Marines would be gifted them, Eldar wouldn't get them, being limited to mobile craftworlds and completing objectives, Tyranids would just eat them, Orks would be like I.G but with a chance of a revolt style mechanic for every planet (representing local Ork populations) Dark Eldar would be like the Eldar but would jut get their Fun Palace, Tau would have a heavier focus on colonization and rapid development and Necrons would just get a planet every so often with a shit ton of bois on them.
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MetalSlimeHunt

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9817 on: December 05, 2017, 07:55:17 pm »

Pulling an Endless Legend and having radically different gameplay styles for different factions would be the way to go, yeah.
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Andres

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9818 on: December 11, 2017, 05:49:01 am »

In any of the actual written stories, has there been a Greater Daemon that was banished with nothing more than a sufficient amount of firepower? Any example where it wasn't Sisters or Space Marines or Eldar responsible for getting rid of it, just the Guard and a lot of guns?
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LordBaal

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9819 on: December 11, 2017, 06:21:53 am »

Guardsmen with lots of guns could destroy their physical body but not the entity per se.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Kot

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9820 on: December 11, 2017, 07:45:03 am »

Killing the entity per se tends to happen pretty rarely anyway, even Space Marines usually just banish the thing. Killing the deamon itself tends to be an expert task, usually reserved for Grey Knights or the biggest crazies of Inquisition and Eldar/Necrons, especially since it usually involves going to Warp itself (KALDOR FUCKING DRAIGO SNORTING THAT WARP DUST).
But yeah, for the "here and now" intents and purposes Imperial Guard can totally banish a deamon from realspace with enough firepower.
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LordBaal

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9821 on: December 11, 2017, 08:16:06 am »

Now, examples from the top of my head, I don't have any, but even in TT you can do it, so is not that farfetched if you think about it.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

LordPorkins

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9822 on: December 11, 2017, 09:39:51 am »

Guardsmen with lots of guns could destroy their physical body but not the entity per se.

this is the basic principle the Imperial Guard works on.
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Egan_BW

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9823 on: December 11, 2017, 10:16:06 am »

The All Guardsmen Party shot up a whole bunch of minor demons while traveling on a ship with a suspect Gellar field. And that's just a few well-equipped guardsmen.
Not official per se, but certainly a 40k fiction. :P
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Kot

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Re: WH40K general discussion thread: Lictor, P.I.
« Reply #9824 on: December 11, 2017, 11:03:59 am »

Shot up =/= killed tho.
Banishing them from realspace is easy, killing them forever is not.
On TT just Basilisk the deamons. Or something. Just get a big cannon.
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