Ellipsis Jones
True Love in the Eternity
- Joined
- Sep 6, 2005
- Messages
- 57
Armageddon Secundus
I originally conceived this scenario as a battle for Hive Helsreach, a single warzone on Armageddon Secundus. It's since expanded to include half of the continent, because I realized that would allow a lot more gameplay possibilities. It's not done yet, but I hope to have a beta available in autumn 2006 (spring for you folks in the antipodes, I suppose).
The Setting and Story
The scenario takes place on the planet of Armageddon, in the Warhammer 40,000 universe. It is set during the third war for Armageddon, in which Ork warlord Ghazghkull has returned to make good his conquest of the planet, thwarted fifty years prior. More information on the setting and story is available behind the spoiler cut.
The scenario begins at the end of the Season of Fire, with Ghazghkull's forces in command of large portions of Armageddon. The hive cities are beseiged and on the brink of starvation. The remains of the Imperial Guard now join with fresh reserves of Space Marines making planetfall in a last-ditch effort to avert catastrophe and retake their world.
Scenario Information
Civilizations
There are two civilizations: the Imperium of Man, and the Ork Waaagh!
Imperial units are fewer in number and more expensive than their Ork counterparts, but are also stronger and more mobile. The Imperials cannot found new cities on Armageddon while the war rages. Their workers tend to work faster the Ork grots, and can perform all worker tasks, except for irrigation (which instead produces 'ork camps' in this scenario).
Ork units are cheaper and more numerous than their Imperial counterparts, but tend not to be as powerful (though their end-game units are very strong). Orks can build Ork Settlers to found new cities. Grots can perform most worker tasks, but cannot build roads or plant forests. Orks are militaristic, so their units promote faster in battle, and their units have a chance to spawn new Sluggas (the basic Ork infantry) when victorious in battle.
The Orks have a definite advantage in army size and positioning at the beginning of the scenario, while the Imperial Guard is overwhelmed and on the defensive. As the Imperial player builds more Space Marine units and improvement, his ability to mount counter-offensives increases, and the momentum will shift.
Here's the minimap, with Orks in red and Imperials in green:
You can see the map(s) it was based on at the official campaign site if you click on the "Campaign" tab at the bottom.
Unlike the traditional civ empire, which has a 'heartland' and contiguous borders, the situation on Armageddon is a chaos of separate warzones and battlefronts. This is a result of the Orks crashing their asteroid fortresses into the middle of Imperial territory, effectively attacking the Imperial civilization from within. Some regions do have 'depth' to them and form defensive redoubts (Hive Helsreach for the Imperials, the Ork mountains and Rok dropsites for the Orks), but most are fairly 'shallow', making each engagement critical.
Economy and Productivity
While both civilizations use shields to build units and improvements, their economy and production base differ in other respects.
Wealth is the key facet of the Imperial economy. Cash rushing is more effective compared to vanilla civ3, and is required to get units onto the battlefield quickly. Wealth is also important to paying upkeep on the Imperial army. The tech tree contains several buildings designed to increase your cash flow, and workers can build roads fairly quickly - these improvements will both be necessary if you are to afford the expensive late-game units. There are also improvements which will boost your research and output from the luxury slider, indirectly helping with your cash economy.
Food is the key facet of the Ork economy. Pop rushing incurs only a minimal happiness penalty, which quickly dissipates, so don't hesitate to whip your boyz into shape. Ork workers can improve food production in almost any tile, and the ork tech tree is devoted not to increasing wealth, but to increasing pop growth and maximum city size. Drafting is also more readily available to Orks, allowing you to convert your excess ork pop into Slugga Boyz. Finally, because every citizen produces beakers (and orks have no science-boosting buildings), having large city populations is key to scientific progress.
Gameplay
Conquest is the most obvious and straightforward way for either side to win. Victory points are another possible way to win. Each Imperial hive city will periodically spawn civilians, a treasure unit which can be returned to the Imperial capital of Victorinius Spaceport for evacuation from the planet. The Orks can also capture these civilians and bring them back to Ghazghkull Rok for enslavement in the Mek Shops. Returning civilians to your capital brings VP and a bit of cash. There are also Victory Point Locations in key cities, and victory points to be gained through combat; on the whole, Imperials will have an easier time winning through victory points than the Orks will. Finally, there's a domination victory condition, which will be easier for the Orks to achieve than the Imperials. So each side will have a 'secondary' road to victory if a conquest does not appear forthcoming.
Many units are only available by building city improvements that spawn them. This serves two purposes: first, it ensures that your army is predominantly made up of basic units, rather than rare elite units like Mega-Armored Nobz and Terminators. Second, and more importantly, it ensures that the AI will have a well-fleshed-out army, rather than just building the couple of units it deems best. There is still a variety of choices in unit production, and upgrade paths exist for basic units to keep them useful and competitive later in the game.
Tech tree pics:
I originally conceived this scenario as a battle for Hive Helsreach, a single warzone on Armageddon Secundus. It's since expanded to include half of the continent, because I realized that would allow a lot more gameplay possibilities. It's not done yet, but I hope to have a beta available in autumn 2006 (spring for you folks in the antipodes, I suppose).
The Setting and Story
The scenario takes place on the planet of Armageddon, in the Warhammer 40,000 universe. It is set during the third war for Armageddon, in which Ork warlord Ghazghkull has returned to make good his conquest of the planet, thwarted fifty years prior. More information on the setting and story is available behind the spoiler cut.
Spoiler :
The Return of Ghazghkull
On the fifty-seventh anniversary of the first Ork invasion of Armageddon, a sensor station located on the outer reaches of the system registered a titanic Ork fleet emerging from the Immaterium. The station, shortly before its destruction, recorded almost four hundred separate vessels, including four space hulks. The Imperial Navy was mobilised within twenty-four hours, and engaged the lead elements of the Ork fleet five days later.
Despite the skill of the Imperial Navy, and the command of Admiral Parol, the defenders were outnumbered six-to-one, and as they were being slowly forced back, word came from the other sensor stations within the Armageddon system that three more fleets of equal size were entering the system on other vectors. Parol was forced to disengage in an effort to save the surviving vessels of the Imperial fleet. The Ork fleets did not stop on their drive towards Armageddon, slowly but inexorably driving towards the world.
Invasion
The final preparations before the Ork fleet arrived in orbit were made with a fateful frenzy. Imperial Guard and Space Marines dispersed into the ash wastes in order for the Imperium to quickly respond to any landings made. Imperial merchant vessels continued to run the ever-closing gauntlet, one of the final ships to make it to Armageddon carrying Commissar Yarrick himself. As the Imperium's greatest expert on Orks in general and on Ghazghkull in particular, Yarrick was made the supreme commander of all Imperial forces on the planet.
After six weeks, the Ork fleet, now numbering over two thousand vessels, reached their target. The orbital battle was brief, lasting only three days before the defences were destroyed and Ork landing craft began their descent to the surface. During this time, Hades Hive was bombarded by asteroids dropped from orbit; Ghazghkull did not want to have to fight at the scene of his defeat fifty years prior.
As the Ork forces established themselves on the surface, it became clear to many the skill of Ghazghkull and his strategies. The conflict was scattered and chaotic, the conditions in which Orks thrived and Imperial armies floundered. The only group that continued to make any headway were the forces from the twenty-four Space Marine Chapters scattered across the world.
The Ork forces on the surface of Armageddon were quickly reinforced as modified Ork Rok spaceships made their landings in strategic locations around the planet. The various hive cities became besieged, and armour engagements dotted the landscape.
The conflicts on Armageddon ebbed and flowed, neither side able to gain an advantage for more than a few days. The size of the forces involved and the number of casualties on each side was immense; Imperial Guard Command on Armageddon lost track of the number of soldiers involved, and the Celestial Lions Space Marines were almost completely annihilated. The war itself stalled when the world of Armageddon entered the 'Season of Fire' (the time of year when Armageddon's eliptical orbit brings it close to it's sun), when conditions in the ash wastes grew so unbearable that both sides were forced to stop fighting, instead spending the season consolidating their gains for when the conflict began again.
On the fifty-seventh anniversary of the first Ork invasion of Armageddon, a sensor station located on the outer reaches of the system registered a titanic Ork fleet emerging from the Immaterium. The station, shortly before its destruction, recorded almost four hundred separate vessels, including four space hulks. The Imperial Navy was mobilised within twenty-four hours, and engaged the lead elements of the Ork fleet five days later.
Despite the skill of the Imperial Navy, and the command of Admiral Parol, the defenders were outnumbered six-to-one, and as they were being slowly forced back, word came from the other sensor stations within the Armageddon system that three more fleets of equal size were entering the system on other vectors. Parol was forced to disengage in an effort to save the surviving vessels of the Imperial fleet. The Ork fleets did not stop on their drive towards Armageddon, slowly but inexorably driving towards the world.
Invasion
The final preparations before the Ork fleet arrived in orbit were made with a fateful frenzy. Imperial Guard and Space Marines dispersed into the ash wastes in order for the Imperium to quickly respond to any landings made. Imperial merchant vessels continued to run the ever-closing gauntlet, one of the final ships to make it to Armageddon carrying Commissar Yarrick himself. As the Imperium's greatest expert on Orks in general and on Ghazghkull in particular, Yarrick was made the supreme commander of all Imperial forces on the planet.
After six weeks, the Ork fleet, now numbering over two thousand vessels, reached their target. The orbital battle was brief, lasting only three days before the defences were destroyed and Ork landing craft began their descent to the surface. During this time, Hades Hive was bombarded by asteroids dropped from orbit; Ghazghkull did not want to have to fight at the scene of his defeat fifty years prior.
As the Ork forces established themselves on the surface, it became clear to many the skill of Ghazghkull and his strategies. The conflict was scattered and chaotic, the conditions in which Orks thrived and Imperial armies floundered. The only group that continued to make any headway were the forces from the twenty-four Space Marine Chapters scattered across the world.
The Ork forces on the surface of Armageddon were quickly reinforced as modified Ork Rok spaceships made their landings in strategic locations around the planet. The various hive cities became besieged, and armour engagements dotted the landscape.
The conflicts on Armageddon ebbed and flowed, neither side able to gain an advantage for more than a few days. The size of the forces involved and the number of casualties on each side was immense; Imperial Guard Command on Armageddon lost track of the number of soldiers involved, and the Celestial Lions Space Marines were almost completely annihilated. The war itself stalled when the world of Armageddon entered the 'Season of Fire' (the time of year when Armageddon's eliptical orbit brings it close to it's sun), when conditions in the ash wastes grew so unbearable that both sides were forced to stop fighting, instead spending the season consolidating their gains for when the conflict began again.
The scenario begins at the end of the Season of Fire, with Ghazghkull's forces in command of large portions of Armageddon. The hive cities are beseiged and on the brink of starvation. The remains of the Imperial Guard now join with fresh reserves of Space Marines making planetfall in a last-ditch effort to avert catastrophe and retake their world.
Scenario Information
Civilizations
There are two civilizations: the Imperium of Man, and the Ork Waaagh!
Imperial units are fewer in number and more expensive than their Ork counterparts, but are also stronger and more mobile. The Imperials cannot found new cities on Armageddon while the war rages. Their workers tend to work faster the Ork grots, and can perform all worker tasks, except for irrigation (which instead produces 'ork camps' in this scenario).
Ork units are cheaper and more numerous than their Imperial counterparts, but tend not to be as powerful (though their end-game units are very strong). Orks can build Ork Settlers to found new cities. Grots can perform most worker tasks, but cannot build roads or plant forests. Orks are militaristic, so their units promote faster in battle, and their units have a chance to spawn new Sluggas (the basic Ork infantry) when victorious in battle.
The Orks have a definite advantage in army size and positioning at the beginning of the scenario, while the Imperial Guard is overwhelmed and on the defensive. As the Imperial player builds more Space Marine units and improvement, his ability to mount counter-offensives increases, and the momentum will shift.
Here's the minimap, with Orks in red and Imperials in green:
You can see the map(s) it was based on at the official campaign site if you click on the "Campaign" tab at the bottom.
Unlike the traditional civ empire, which has a 'heartland' and contiguous borders, the situation on Armageddon is a chaos of separate warzones and battlefronts. This is a result of the Orks crashing their asteroid fortresses into the middle of Imperial territory, effectively attacking the Imperial civilization from within. Some regions do have 'depth' to them and form defensive redoubts (Hive Helsreach for the Imperials, the Ork mountains and Rok dropsites for the Orks), but most are fairly 'shallow', making each engagement critical.
Economy and Productivity
While both civilizations use shields to build units and improvements, their economy and production base differ in other respects.
Wealth is the key facet of the Imperial economy. Cash rushing is more effective compared to vanilla civ3, and is required to get units onto the battlefield quickly. Wealth is also important to paying upkeep on the Imperial army. The tech tree contains several buildings designed to increase your cash flow, and workers can build roads fairly quickly - these improvements will both be necessary if you are to afford the expensive late-game units. There are also improvements which will boost your research and output from the luxury slider, indirectly helping with your cash economy.
Food is the key facet of the Ork economy. Pop rushing incurs only a minimal happiness penalty, which quickly dissipates, so don't hesitate to whip your boyz into shape. Ork workers can improve food production in almost any tile, and the ork tech tree is devoted not to increasing wealth, but to increasing pop growth and maximum city size. Drafting is also more readily available to Orks, allowing you to convert your excess ork pop into Slugga Boyz. Finally, because every citizen produces beakers (and orks have no science-boosting buildings), having large city populations is key to scientific progress.
Gameplay
Conquest is the most obvious and straightforward way for either side to win. Victory points are another possible way to win. Each Imperial hive city will periodically spawn civilians, a treasure unit which can be returned to the Imperial capital of Victorinius Spaceport for evacuation from the planet. The Orks can also capture these civilians and bring them back to Ghazghkull Rok for enslavement in the Mek Shops. Returning civilians to your capital brings VP and a bit of cash. There are also Victory Point Locations in key cities, and victory points to be gained through combat; on the whole, Imperials will have an easier time winning through victory points than the Orks will. Finally, there's a domination victory condition, which will be easier for the Orks to achieve than the Imperials. So each side will have a 'secondary' road to victory if a conquest does not appear forthcoming.
Many units are only available by building city improvements that spawn them. This serves two purposes: first, it ensures that your army is predominantly made up of basic units, rather than rare elite units like Mega-Armored Nobz and Terminators. Second, and more importantly, it ensures that the AI will have a well-fleshed-out army, rather than just building the couple of units it deems best. There is still a variety of choices in unit production, and upgrade paths exist for basic units to keep them useful and competitive later in the game.
Tech tree pics: