CorvusFortis
Prince
Welcome to the Battle for Armageddon, a Warhammer 40000 scenario!
The scenario set in the Warhammer 40000 universe and describes the events of the Second War for Armageddon.
Armageddon is an important Imperial Hive World. Armageddon's factories produce large numbers of weapons and vehicles critical for maintaining Imperial army.
On 941.M41 Armageddon was attacked by massive horde of Orks - crude and savage creatures searching for fighting only for the sake of fighting. This so called 'Waaagh!!!' was led by mighty ork warlord Ghazghkull Mag Uruk Thraka. Due to negligence and arrogance of planetary Governor Herman von Strab, orks swiftly claimed northern part of the planet’s main continent – Armageddon Prime. However, most of industrial potential was concentrated on south, in the region known as Armageddon Secundus. Containing five large Hive Cities and a number of smaller separate forge complexes, Armageddon Secundus became a field for the battle, which will decide the fate of the planet.
Factions
The scenario contains two factions - Imperiun of man and Ork Waaagh! Waaagh forces are strong and numerous, while Imperial units are weak and expensive at first, but becomes stronger later in the game. Imperial players objective is to survive until stronger units appear. Both Space Marines and Squats can easily deal with Orks in large numbers.
Victory
To win the game, an Imperial player have to control as much Hives as possible for as long time as possible. Ork will eventually overrun at least two hives or more likely three of them in a very short time. You will have to deal with large Ork horde before taking them back. Ork units are very cheap and all of their buildings autoproduce units. You will need to bring your strongest units in numbers to deal with them.
Be aware, that you will be overrun in 20-30 turns, if you didn't prepare defences. Seek balance between building improvements and units. Watch out for Rok assaults. They will can easily claim rear, unprotected locations.
The two fronts of war
Despite the limitless authority, granted you by the Golden Throne, you have to deal with another almighty enemy - fear in the hearts of your servants. Workers of the manufactorums will often refuse to do their job, start panicing, try to desert and, the Emperor knows, what else could come to their narrow minds. Be sure to inherit order (alternative name for mood in the Scenario). Buildings, which bring order and reduce war weariness are essential for stable production of units.
Promethium
Gold renamed to Requistion in this scenario - the measure at which the High Command will gain you access to military assets. Maintanance and unit support is high in this scenario, while the territory is limited. Amassing requistion is essential to hurry production - units and improvements are too long to build and time is short. The only possible way is to build Promethium Refineries and Promethium Repositories. They will auto-produce Promethium barrel, which, when brought to a location with Command Center, provides +200 requisition. Establishing constant Promethium supply should be the first priority.
Strategy Tree
Science is renamed to strategy in the Scenario. The strategy tree is divided in three branches. Main branch unclocks basic units, like Infantry and Tank Regiments. Infantry Branch allows access to additional infantry units, mostly updated types of basic infantry, for example Veteran Infantry Regiments. Armor Branch allows construction of unique vehicles, like Hellhounds. More importantly, each of the latter branchers allows access to strong reinforcements - either Space Marines or Squats. Space marines are more straightforward, simply giving strong units, while Squats boosts requistiion, production and order, but you have to build units by yourself. Technically, the branches are not mutually exclusive, and you can achieve both (which, actually, happened in the original story), but it is not easy, since the first technologies of both branches give only minor bonuses. Remember, each turn counts.
Improvements
You have 5 main lines of improvements: strategy, order, requisition, defence and promethium. Each line is important, and gameplay is dependent on which line you want to build first. More importantly, final building of former three line autoproduces units each two turns. Small Wonders renamed to strategic locations and Great Wonders renamed to Critical Locations (yes-yes, a Dawn of War reference right here). There are not many of them, but you want them all in order to win.
Units
There are plenty types of units, but you want them all - for defence, attack, counter-attack, artillery bombardment, air transportation and air superiority. Orks have not only sheer brute strength (thanks to Gork) but lots of tricks in their sleeves too (thanks to Mork). You have to get ahead of them to stop their onslaught. Don't wait for Air Waaagh! to ruin your infrastructure - build anti-aircraft defences beforehand!
Supplies
Almost all units and buildings need supplies, which are renamed resources of the mod. Supplies do not give food/requisition/shield bonuses and are only strategic. You need to manage your supplies carefully, since the Hive without supplies can barely build anything. Remember though, that the same is the true for Orks. All ork supplies are located at equatorial jungle camps, while imperial ones are scattered around the hives and forges.
IMPORTANT!!!: NEVER click on Resources icons to see them in civilopedia. There's no valuable information and it causes hyperlink bug. To be fixed at some point.
Minor Features
Here comes the list of minor things to keep in mind, while playing:
- motorways (roads) movement rate is 4;
- min/max time is 4/100 turns;
- forge complex can never grow above 9 workers. Workers in Hives are unlimited, but usually settle around 14-16;
- all location defence bonuses are set to 50%;
- armies do not exist - you have to bring a leader to a capital to upgrade them to a hero unit, which has good defence and HP;
- worker actions are limited to road building, fortification and damage clearing.
Initial Ork forces
Hive Cities
Tech Tree
Civilopedia
Spoiler Backstory :
The scenario set in the Warhammer 40000 universe and describes the events of the Second War for Armageddon.
Armageddon is an important Imperial Hive World. Armageddon's factories produce large numbers of weapons and vehicles critical for maintaining Imperial army.
On 941.M41 Armageddon was attacked by massive horde of Orks - crude and savage creatures searching for fighting only for the sake of fighting. This so called 'Waaagh!!!' was led by mighty ork warlord Ghazghkull Mag Uruk Thraka. Due to negligence and arrogance of planetary Governor Herman von Strab, orks swiftly claimed northern part of the planet’s main continent – Armageddon Prime. However, most of industrial potential was concentrated on south, in the region known as Armageddon Secundus. Containing five large Hive Cities and a number of smaller separate forge complexes, Armageddon Secundus became a field for the battle, which will decide the fate of the planet.
Factions
The scenario contains two factions - Imperiun of man and Ork Waaagh! Waaagh forces are strong and numerous, while Imperial units are weak and expensive at first, but becomes stronger later in the game. Imperial players objective is to survive until stronger units appear. Both Space Marines and Squats can easily deal with Orks in large numbers.
Victory
To win the game, an Imperial player have to control as much Hives as possible for as long time as possible. Ork will eventually overrun at least two hives or more likely three of them in a very short time. You will have to deal with large Ork horde before taking them back. Ork units are very cheap and all of their buildings autoproduce units. You will need to bring your strongest units in numbers to deal with them.
Be aware, that you will be overrun in 20-30 turns, if you didn't prepare defences. Seek balance between building improvements and units. Watch out for Rok assaults. They will can easily claim rear, unprotected locations.
The two fronts of war
Despite the limitless authority, granted you by the Golden Throne, you have to deal with another almighty enemy - fear in the hearts of your servants. Workers of the manufactorums will often refuse to do their job, start panicing, try to desert and, the Emperor knows, what else could come to their narrow minds. Be sure to inherit order (alternative name for mood in the Scenario). Buildings, which bring order and reduce war weariness are essential for stable production of units.
Promethium
Gold renamed to Requistion in this scenario - the measure at which the High Command will gain you access to military assets. Maintanance and unit support is high in this scenario, while the territory is limited. Amassing requistion is essential to hurry production - units and improvements are too long to build and time is short. The only possible way is to build Promethium Refineries and Promethium Repositories. They will auto-produce Promethium barrel, which, when brought to a location with Command Center, provides +200 requisition. Establishing constant Promethium supply should be the first priority.
Strategy Tree
Science is renamed to strategy in the Scenario. The strategy tree is divided in three branches. Main branch unclocks basic units, like Infantry and Tank Regiments. Infantry Branch allows access to additional infantry units, mostly updated types of basic infantry, for example Veteran Infantry Regiments. Armor Branch allows construction of unique vehicles, like Hellhounds. More importantly, each of the latter branchers allows access to strong reinforcements - either Space Marines or Squats. Space marines are more straightforward, simply giving strong units, while Squats boosts requistiion, production and order, but you have to build units by yourself. Technically, the branches are not mutually exclusive, and you can achieve both (which, actually, happened in the original story), but it is not easy, since the first technologies of both branches give only minor bonuses. Remember, each turn counts.
Improvements
You have 5 main lines of improvements: strategy, order, requisition, defence and promethium. Each line is important, and gameplay is dependent on which line you want to build first. More importantly, final building of former three line autoproduces units each two turns. Small Wonders renamed to strategic locations and Great Wonders renamed to Critical Locations (yes-yes, a Dawn of War reference right here). There are not many of them, but you want them all in order to win.
Units
There are plenty types of units, but you want them all - for defence, attack, counter-attack, artillery bombardment, air transportation and air superiority. Orks have not only sheer brute strength (thanks to Gork) but lots of tricks in their sleeves too (thanks to Mork). You have to get ahead of them to stop their onslaught. Don't wait for Air Waaagh! to ruin your infrastructure - build anti-aircraft defences beforehand!
Supplies
Almost all units and buildings need supplies, which are renamed resources of the mod. Supplies do not give food/requisition/shield bonuses and are only strategic. You need to manage your supplies carefully, since the Hive without supplies can barely build anything. Remember though, that the same is the true for Orks. All ork supplies are located at equatorial jungle camps, while imperial ones are scattered around the hives and forges.
IMPORTANT!!!: NEVER click on Resources icons to see them in civilopedia. There's no valuable information and it causes hyperlink bug. To be fixed at some point.
Minor Features
Here comes the list of minor things to keep in mind, while playing:
- motorways (roads) movement rate is 4;
- min/max time is 4/100 turns;
- forge complex can never grow above 9 workers. Workers in Hives are unlimited, but usually settle around 14-16;
- all location defence bonuses are set to 50%;
- armies do not exist - you have to bring a leader to a capital to upgrade them to a hero unit, which has good defence and HP;
- worker actions are limited to road building, fortification and damage clearing.
Spoiler Screenshots :
Initial Ork forces
Hive Cities
Tech Tree
Civilopedia
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