All the changes which have been made since the previous version are listed in the readme so be sure to give it a read!
Dawn of War: Table Top Rules Conversion: Version 2 Created by pandaren1 -It's been a long week of thought and reworking, and I think this version outperforms the old one greatly. I can tell that something's still missing from it, and there will always be balance work to be done. I want to see if I'm going in the right direction though, and as I lack a team of experienced beta testers, the community is the best option. **Again, this version has not been tested with Winter Assault. If someone could confirm whether or not it's compatible with WA, it would be greatly appreciated. **The stats conversion information is still included in the .Zip, for anyone interested in the process. It isn't a presice calculation, as some things have been altered for balance, but most objects are fairly direct stat conversions. Changes from Version 1: Major things unchanged from last verion: Ork tech tree (mostly), Morale Major Things changed from last version: Marine and Eldar tech trees revised, addition of Chaos. -Armor penetration against vehicles has been reworked; 'lighter' heavy weapons will no longer damage vehicles of high enough armor (Ex. heavy bolters hurting Predators and such) but will still do good damage against lighter vehicles (Land Speeders, Etc.) -All race infantry caps have been increased by 1/2, to allow for larger infantry forces as usually is the case in table top. -Due to the unnatural survivability and destructive capability of vehicles, Support cap stops at 10, and many vehicles cost more support cap. -The maximum possible caps are already available at the game start (IE you start the game with a maximum cap of 30 infantry and 10 vehicle.) Orks must only worry about their Waaagh income now. -Scout squads now come in a size of 2-9. They can upgrade every scout to have a sniper rifle after you reach Tier 2. -Killa Kans come in squadrons of 3 (starts with one) that cost 3 cap each. -Guardian squads may take a Starcannon as a leader at no cap cost; the normal Warlocks are removed. However, Guardian Squads now cost 3 cap. -Starcannon and brightlance platforms now move fast enough to keep up with Guardians. -Brightlance platforms are now built at the aspect portal. -Brightlances now cost 1 Infantry Cap. -Normal Starcannon (Origanilly Shuriken cannon) platforms can no longer be built independantly. -The Eldar have a new independant character: The Warlock. They are like smaller versions of the main hero unit, and have a limit of 5. They start with all the abilities normal Warlocks can be given, and can be made after a Soul Shrine is created. Their is doubled as with normal heroes. Note that the Seer Council Warlocks do not have their HP doubled. -Cultist squads, in compensation for their new-found uselessness, now only cost 1 cap. -Chaos Marines can no longer infiltrate; this would be a trait of a specific Legion, of which is not specifically portrayed in Dawn of War anyway. Cultists still can though. -Chaos Marine squads are now 3 infantry cap (for the extra five marines they have over a space marine squad) -Possessed Marines are now 2 cap, for their tone down in cheese. -Raptors are now 3 cap, because of their max 3 special weapons. -Possessed Marines do not have their special abilities (Daemonic stuffs) added in yet; they are being worked on as you read this. -Devastator Squads can now be reinforced up to 10 marines each, but have a limit of three squads. You must have at least two Tactical Squads on the field to build Devastators. -Missile Launchers for Marines are available at Tier 1. -Eldar now have Fleet of Foot without the research. -Jump packs/teleporters have been tweaked slightly. -The Land Raider has a limit of one. Fix-The Devastator squad can now be built. Fix-The Whirlwind will now do damage (It's armor penetration values were at '0' before) Fix-Twin linked lascannons now have higher accuracy than normal Lascannons. Also included in this version are Mede's randomized Space Marines, Chaos Marines, and Ork boyz. All credit for them go to him. Coming Soon: New Ork Tech tree, yet more balance work, Kult of Speed Orks, and something else I'm not ready to reveal yet. Have fun with this one, I'd say it's far better than the first. Any and all comments/suggestions/ideas are welcome. ----------------------------------------------------------- (From this point on is the old readme) **After many long minutes of thinking, I have decided to make Dawn of War closer to the table top game stats wise. After many long hours of more thought and hard work, I have directly converted much of the game's stat-lines onto the game. Stats are all proportional to their Table Top effect as much as I've seen possible. I realize that I could make the game a lot more detailed than the 4th edition table top was, with all the freaking variables put into the system, but this first release is fairly simple. I'll include the formulas I used to proportion the stats below, so everyone knows exactly what I did to the game. It's included with the other text file. **Contact Information** My e-mail is janvaATcoxDOTnet if you have any comments, suggestions, or thoughts pertaining to this mod. Installation Instructions: 1.Open the .zip. 2.Put the .module file and the TTRC folder in your Dawn of War directory. 3.The mod should show up in the Game Manager. Activate it and play away. Everything in the game has an effect equal to that of it's table top brother/sister. If you don't play table-top or know much about Warhammer outside Dawn of War, you may find it confusing. This is to be expected. **A note: This mod was created and tested on the origanil Dawn of War, it's compatability with Winter Assault is completely unknown. The following units/things have been removed/unmodified due to me lacking time to balance them; Apothecaries, Mad Doks, the entire chaos race, unit costs Other Misc Changes Killa Kans are now 1 Support Cap Shuriken Grav Platforms are now Starcannon platforms. The blue projectiles won't show for whatever forsaken reason, but the stats for it are there. Waaagh banners are only 100 requisition now. Space Marine squads are now limited to one special/heavy weapon, the additional weapons research is gone. Space Marines have a devastator Squad; it has a max 6 marines, starts with 3, and can take 5 heavy weapons (no plasma or flamer). It costs 2 Cap as per the normal tactical squad. Upgrades such as Bionics and Target Finders are removed for now, to keep complete proportions of the TT statistics. Vypers are now 1 Cap each, Fire Prisms are 2 (they aren't as owning/annoying as before, I think) Trukks, Trakks and Kans are all 1 Cap each, and a deal cheaper in power Guardians Cost 35 Requisition to reinforce now Guardians have a max squad size of 15 now. A couple of costs and build times have been adjusted around. Many other minor changes have been made over the course of this development, of which I can't accurately remember and record. Melee oriented units run faster when they get within their charge range (about 10 units distance) **Major Note on Vehicles: The entire vehicular system is experimental. I'm not sure as to how balanced it is, and some weapons may have inaccurate effects on them. If you have any ideas on how to work this better (technical details of course), please say so. **Changes for the Future** --I plan to redesign the entire tech tree of each race some time in the future, as I don't like how the current trees work out with the new stats. The soonest this would happen is next week, though that's a hopeful estimate. Side Note: I also made that Kult of Speed (mini)mod. I may integrate the KoS Orks with the new stats as a separate race with a future version.
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