This is a mod to make Orks more playable and less demanding (microing) without making them overpowered. I went for a simple and effective solution: Scaling!
I made the shootas, sluggas and Stormboys tougher (more hitpoints) BUT raised their cost accordingly. I did the same for the generators, HQ and the Waaghbanners.
That was all it needed! I played almost 40 skirmishes under different settings with and against the "new" Orks. And they seem much easier to play with, but not because they are OP, but simply they don't need as much micro as before!!!
Remember those fights were you left e.g. four Orksquads for a moment to build a generator and returned to find nothing left? Well this mod changes that, the orks behave now like the other three races. They still have their old weaknesses and strengths and you will still loose if you make dumb things, but now the orks are as "forgiving" as the other races, you don't have to be a "microing-god" anymore to at least keep up with the enemy.
I added a weaker defiler and a chaos sorcerer with inreased buildtime. If you don't want those last changes delete all chaos folders in the mod folder, the mod should still work properly.
Installation: Copy all files "MyOwn.module" and the MyOwn-folder in your DoW directory. Activate the mod in the Mod manager. Done. To uninstall simply delete the folder and the module-file.
This mod was made for the 1.3 patch. Have fun.
YOu can contact me here: http://forums.relicnews.com/showthread.php?p=981655&posted=1#post981655
Update : Removed the shoota/slugga squad-member-limit of 4. (introduced by old modversion) Reduced the cost of their reinformencts by 5 req. Increased the cost for the "start squad" for 5 req. This was made to make large troops more desirable. The Grotz got more hitpoints to finally be the meatshield the manual calls them.
There are no comments yet. Be the first!