WH40K: Battle for Armageddon development thread

CorvusFortis

Prince
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Sukhum, Abkhazia
About a year ago I created a mod based on Battle for Armageddon - a Games Workshop table-top game set in WH40K universe. I tried to keep it as close to original rules as possible, which was rather bad idea, considering limited possibilities of the editor.

Finally I found the result just not fun to play and started the new version from scratch.


Story


The scenario set in WH40K universe and describes the events of 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.



Civilizations


There are two civilizations in the scenario set in locked alliance against each other: Imperium of Man and Ghazghkull’s Waaagh!!!


Imperial forces controls the most of the map. However, they are not prepared for invasion. Imperial player has a small but powerful army in his disposal. But he cannot rebuild units he has till late in the tech tree. Imperial buildable units at the beginning are weaker than Orkish ones and even somewhat overpriced. Economy is in bad shape too so it will take time to develop strong production base. Hurrying production with Gold is very important. Some building will produce “Promethium” unit that is the flag unit. It must be carried to the capital to gain more Gold. In the late game Imperium can easily deal with Orks if most of cities are secured.


Orks outnumber imperial forces. Their units are more powerful too. Ork units are cheap but almost all of them have population cost. So it is very important for them to keep their population as many as possible.


Victory Conditions


Both sides could win game just by conquest. It is more likely though that the victory would be achieved by VP scoring. Player can gain VP only by scoring VP locations. There are 5 of them on the map – one for every Hive. So the player who controls most of the hives by the end of the game will be victorious.


Terrain


Most of the map is covered with wasteland, which is standard terrain type with movement cost 1 and no food, shields or gold. Jungle and ash wastes cost 4 points to move. The former generate some food. Water tiles and mountains are impassible. Hive replace Forest and produce some food, shields and gold. Orks can destroy hives with worker actions to replace it with Ruins. Ruins give no gold or shields but a lot of food. Orks can further improve Ruins with Ork Kamps, which replaces Irrigation and gives even more food. Imperial workers can reconstruct Hives (plant forest).


Roads are very important because they quadruple movement rate. Without roads, it will take a long time to travel from one Hive or factory to another.


Rivers replaced with coast tiles. This ‘rivers’ can be crossed through ‘bridges’ – fortified wasteland tiles protected by the imperial forces.


Tech tree


Every faction has its own tech tree. Orks start in ‘ancient era’ but can go no further because of ‘blocker tech’ that is very unlikely to be researched. Imperium starts in ‘modern era’ and has all ork teches but has no benefit from them. This allows some graphics difference between two factions such as different advisors and different graphics for battle-generated units.


Imperium has two different routes – one for Infantry and one for Armored units. Player can choose to either research fully one route or have something from both. It is impossible to fully research both of them. At the end of every route, there is reinforcement choice – either Space Marine Chapters or Inquisition. Former unlock Space Marine spawning buildings and Commander Dante – the most powerful Imperial unit able to take down even Titans, the latter unlocks Inquisitor Horst. He is not as powerful as Dante but has many special abilities. Inqusition can also build Squats, which are more numerous than Space Marines, and Squat Land Trains that comparable in strength with Titans.


Orks does not have such restrictions on research. They, however, have “Klan Techies” that unlocks clan-flavor units and clan banners. As in the case with Imperial routes, it is impossible to research each clan tech.


Improvements


Nothing special about improvements. The have the same ‘lines’ as in vanilla game: commercial, scientific, industrial, happiness. Happiness is renamed Order and increased by command buildings which also reduce corruption and war weariness. Gold is renamed Munitions and increased by Ammo Depots etc. Production increased by Plasma Generators. Research is now “Tactics” and increased by Tactica Control etc. Orks has one less building in each line and has no buildings that increase Munitions since they are almost useless to them. Only orks have a building that doubles pop growth in a city (ork hutt). In addition, no buildings for air and land veteran units – veterans are stronger in the scenario and can be produced only in battle and by wonders. No coastal buildings too as there are no coastal cities.


Small wonders replaced by stratagems. They have the same effects though. Some stratagems are route- or clan-specific.


Great Wonders are now Critical Locations. Some of them are preplaced and some are buildable.


Resources


There are only two type of resources – Orks supplies and Imperial supplies. Both are critical though as almost nothing can be built without them.


Units


There are many different units. Most of them are route- or clan-specific.


Naval units removed and only three types of air units present. Orks start with powerful Ghazghkull king unit that can destroy even a Titan. Imperials start with a Distress Signal unit that upgrades to either Dante or Horst depending on chosen route. They also have a single Nuclear Missile that can be fired at Orks at any time. However, they get only one and no more can be constructed.


Status


Map is almost ready. Units, improvements and cities to be placed yet. Biq file rule section is untouched but I am ready to start work with it. I have unit graphics I need besides army-coloured Commissar and Steel Legion Fire Support Team. Slowly converting DoW buildings for buildings graphics. Did not think about Wonders Splashes or tech icons yet. None should be a problem though.


I hope, everything will be ready by Christmas.
 
Update!

Buildings graphics is almost finished. I will probably make some additions later and icons for city screen are still to do. It will be very easy though.

Some pics to show the work:



Infantry Command is scenario's equivalent to Library. It increases Strategy (Research) by 50% providing faster progress through Strategy (Tech) Tree.



Promethium Repository is an important imperial structure. It autoproduce Promethium unit which is a flag unit that can be transported to Imperial capital for Munitions (Gold). Munitions are critical to imperial player as forcing production and supporting expensive units are keys to victory.



Ork Hutts critical for Orks as they double city growth. Ork player needs his population as high as possible because of how fast powerful units with high pop costs will deplete it.



Blood Axes Klan Totem becomes buildable when Orks gains all Blood Axes clan-specific strategies (technologies). Every clan will have its specific Totema with unique effect. Blood Axes have a thing for discipline which is uncommon for orkish kind. Their totem reduce corruption (serving as equivalent of Forbidden palace) and also doubles Order (happiness) effects of all Waagh Banners (temple analog for Orks).

Now I'm going to finish map and terrain tweaks and go for Tech Tree.
 
Update!

Map is mostly ready besides of unit and some overlay features. Some pics under the spoiler.

Spoiler :




Minimap of the scenario.



That's how the battlefield will look.



Ork kamps among the jungle. They placed there to ensure Orks will have some production basis until they seize enough imperial ground.



Hives are key locations of the scenario. Hive cities are so large that single city is not enough to represent them. Each Hive consist of North and South parts (or East or West depending on Hive) and Center where Victory Point will be located. Industrial sprawl around this parts will be the only source of food, shields and commerce for Imperium.



Forge Complexes are another Imperial production facilities. Improvements constrution will be limited in Forge Complexes and no Wonders can be built there. Still they will help with unit building.



Such land bridges is the only way to cross rivers (represented by coast tiles). I will place Imperial fortified positions there so Imperial forces could protect bridges to hinder ork advance.



I still struggle to make "ruins". Hive sprawl I use is actually forest. When Orks capture the Hive or Forge, they will be able to destroy (cut) it. I need to modify Plains under the sprawl so they look like ruins. I am not satisfied with what I've done so far so I keep work.
 
Update!

Tech tree basicaly finished. Graphical things like icons, arrows and positioning still to be done, but all required technologies added to the .biq.

Ork tech tree will look like this:

Spoiler :


Tougher Boyz > 'Ere we Go! > Goff Guard (Goffs)

Toothy Gobz > Runtherds > Boomy Gunz (Bad Moonz)

Speed Freaks > Kustom Gubbinz > Da Flyin' Theory (Evil Sunz)

Waaagh!!! > Waaaaagh!!!! > Waaaaaaagh!!!!!


Sneaky Gitz > Da Loot > Strikt Discipline (Blood Axes)

Way of Wild > Domestikashun > Squig Farming (Snakebites)





Bold ones are main line teches. All other teches beneath or above them requires correspoding main line tech. Names of clans of every line are in brackets.

Goffs line will give access to more powerful infantry and nobz. Also it will unlock Wondres that autoproduce Trukkboyz unit (stats similar to infantry but move 2) and their Totema allows Veteran units building and increase chances of Nob unit (Leader) appearance.

Bad Moonz prefere ranged combat. So they have access to Flash Gitz unit with high defence stat - something other clans lack especially in late-game. They also use a lot of Grotz (ork worker unit) so after approriate tech they recieve a runtherdz - upgrade for grotz that will work faster and have better combat values. Finall tech will unlock advanced artillery unit and their totema double defences of all cities.

Evil Sunz are mad about speed. They will have especially fast and powerful Gunwagonz and Deathkoptaz. Kustom Gubbinz unlock Mek Workshop that autoproduce missile-type units. Their totema douples production in a city where built.

Blood Axes prefere stealth combat. So they immidietly gain Kommandoz unit that is invisible and can stealth-attack stacks. They also use a lot of Looted Imperial vehicles like Looted Tanks and Looted Wagons. Their Totema will increase discipline (happiness).

Finally Snakebites shun advanced technology. Their wildboyz are weaker, but very cheap and buildable even without Ork Supplies resources (every other unit will need it to be built except grotz). They also can 'domesticate' Genestealers that hide in imperial hives. Their wonder will autoproduce genestealres and grant them ability to 'paradrop' in nearby hives. Last but not least, they will have access to the second most powerful Ork unit - Squiggoth.

Ork player will be able complete about 3 full clan trees of 5. Or take a bit from every tree (Wild Boyz can be not that important and there is no reason to research Ways fo Wild unless a player want go for Snakebites line. But researching Sneaky Gitz to get Kommandoz is helpful for any army).
 
And on Imperials:

Spoiler :


Civil Defences > Specialist Platoons > Veterans of Armageddon > Forces of Golgotha > Abhuman Auxilia

Mass Mobilization > Advanced Engagement > Heavy Armor Deployment > Orbital Supply Network

Armored Recon > Siege Warfare > Tank Aces > Space Marine Planetfall > Anti-Titanic Measures



Imperials will have less tech than the orks, but they will be more expensive. Main line will provide player with basic units. Mass Mobilization will unlock base infantry unit and Rough Riders - light mobile scouting units. Advanced Engagement unlocks fast Mechanized Infantry units as well as Artillery. Heavy Armor Deployment gives access to Tank units that are good both offensively and defencively and has +1 hp, but more expensive. Also Imperial Navy Aircraft wonder becomes available that auto-produce aircraft units. Orbital Supply Network is final tech. Super-Heavy Tank unit becomes available - sligtly more powerful version of the basic Tanks with +2 HP. Player will be able to build Titan Deployment Site wonder that will auto-produce Titan Legion unit - strongest imperial unit with +3 HP.

Upper route favours defencive tactics. It instantly unlocks hive gang unit with Civil Defences tech. Hive Gangs are weak defencive units, but they can be mobilized in large numbers to halt capture of the hive. Specialist Platoons give access to Fire Support and Stormtrooper units. Fire support are weak units with high defensive bombardment value. while stormtroopers is the only unit able to load on Valkyrie Gunships and transported though air. Valkyrie Gunships will be autoproduces with Aeronautica Imperialis wonder. Veterans of Armageddon unlocks more powerful 'veteran' (not to be confused with veteran experience level which I will rename later) version of Infantry, Mechanized Infantry and Stormtroopers units. It will also unlock wonder that allows to build veteran experience level units and increase Commissar (leader) appearence chances. Forces of Golgotha unlocks Squats which are powerful defensive units and Inquisitor Horst. It will be a king unit upgraded from Distress Signal unit which will be available to imperials from beginning. Horst is not as powerful as Ghazghkull or Dante but is invisible, can 'paradrop' anywhere on the map, treats all terrain as roads, can stealth-attack and enslave to Hive Gangs units. Abhuman Auxilia will give access to Ogrins and Rattlings which are powerful offensive and defensive units respectively.

Lower route gives means of counter-attack to imperial forces from very beginning. Sentinels become available with Armored Recon tech, They see 2 squares away and treat all terrain as roads. Siege Warfare unlocks Siege Cannon unit (high bombardment, but low rate of fire and range) and Hellhounds - light tanks with Collateral damage ability. Tank Aces tech allows to build Veteran Tanks (upgrade of basic Tanks) and Manticore Artillery - most powerful artillery unit in the scenario. Space Marine Planetfall gives access to Commander Dante (upgrade from distress signal, I balance it the way it will be impossible to research both Forces of Golgotha and Space Marine Planetfall just because of how much turns will it take so Distress Signal will upgrade only to one of these commanders). Commander Dante can 'paradrop' and has high combat characteristics but nothing special besides that. Player will be able to build three separate Marine Landing Pad wonders that will autoproduce space marine companies - powerful versatile units. Anti-Titanic Measures unlocks Titan-Killers - super-heavy tanks with high attack but low defence values - and Deathstrike Missiles, that can one-shot any unit including Gargants (only Ghazghkull himself can withstand a Deathstrike attack).

This are still concepts and I will probably change something during building and units development.
 
Ok, I had to make quite a break, but want to finish the scenario, since it is almost ready. For now, here's the buildings list.

Imperium

Airdrome - allows connections between hives and factories without roads. This will be very important building, since resource connections are critical and roads are very vulnerable.

Plasma Generator/Thermoplasma Generator/Plasma Power Core - increases production rate by 50% each. Each building requires previous one to be built. This principle is true for every buildings line below.

Ammo Depot/Tank Factory/Munitorum HQ - increases munitions (income) rate by 50%.

Infantry Command/Mechanized Command/Mars Pattern Command - increases strategy (science) rate by 50%.

Relay Station/Tactica Control/Regimental HQ - reduces corruption and gives happy faces.

Turrets/Gun Batteries/Bunker - increases city defence rate by 50%. Missile Turrets give anti-aircraft defence.

Promethium Refinery/Promethium Repository - produces Promethium flag unit, that can be exchanged for gold if taken to the capital.


Orks

Flyboyz Junk - same as Airdrome.

Generator/Bigga Generator - increases production rate by 50%.

Boyz Hutt - increases munitions rate by 50%.

Oddboyz Hutt/Mek Shop - increases strategy rate by 50%.

Waaagh Banner/Klan Totema - reduces corruption and gives happy faces. Waaagh Banners additionaly doubles growth rate.

Pile O'Gunz/Orky Fort - increases defence by 50%.



I have some building graphics, that I do not need for now so I may add some more.
 
A small update!

I made a couple of units I missed and do want to update some eariler stuff like Gargant, Dante and Grot Rokkit. But not now - more units need to be made, especially for WH40K.

Meanwhile, I almost finished and added all units into editor. I wanted both Orks and Imperium have multiple tech lines with appropriate units. A player can research one or another, a bit of both, but never everything. As I mentioned above, there will be "main line" of technologies (strategies) availabe to Imperium. It contains only 4 technologies and give most important stuff like aircraft, artillery and tanks. In "Infantry line" every tech requires one tech from main line and one tech from itself. So does "armor line". They contain support units and can be completely ignored to reach strong stuff later, but can be very helpful too.

So here we go:

Imperium

Imperial Worker - probably, will be autoproduced. Basic worker otherwise.
Imperial Officers - army unit. Only 1 unit can be loaded, but it gains +5 hp.
Conscipts - starting troops. Very weak, but cheap. Upgrades to Infantry Regiment after first researched tech.
Infantry Regiment - basic imperial troops. Weak on attack, but OK on defence.
Rough Riders - weak on attack, ok on defence, but very fast and have "Blitz" ability. Intended for scouting and pursuing retreating orks.
Hive Gang - very weak units, but don't require supplies or support. Also can be drafted. They can halt capturing Hives before reinforcements arrive.
Mechanized Regiment - very strong assault force, but totally defenceless.
Artillery Battery - just artillery. Have battle stats but cannot stand a fight with anything better than the strongest Ork units.
Navy Aircraft - light fighter-bomer. Can transport 2 units of Strormtroopers.
Fighters - air interceptors.
Marauders - bombers.
Tank Regiment - very strong both on attack and defence and has +1 HP, but also very expensive.
Superheavy Tank Regiment - even stronger tank version and even more expensive.
Titan Legion - ultimate Imperial unit. Autoproduced by small wonder.
Intercontinental Virus Bomb - upgrade from static king unit, available after two teches. Imperium can have only 1. Similar to ICBM.
Hive Defence - pre-set immobile defencsive units. Very strong on defence and can bombard like artillery.
Border Guard - similar to Hive Defence, but located in fortifications near ork forces at the start. Weaker and cannot bombard.

Infantry tech line

Hive Militia - upgrade of Hive Gang. Has better stats.
Stormtroopers - invisible and can pillage (pillaging available only to limited number of imperial units and can be very helpful). Not very strong, but can be transported by Navy Aircraft.
Flak Battery - anti-aircraft unit. Has OK defense stat, unlike other artillery.
"Veteran" unit versions - upgrades for infantry, rough riders, mechanized regiment and stormtroopers. All have better stats.
Ogryns - very strong and tough, but slow and expensive.
Rattlings - invisible sniper unit. Can "stealth attack" Ork units.
Inquisitor Horst - upgrade from "distress signal" Army unit, that gives +5HP and "All terrain as roads" to one unit.
Squats - very strong defensive unit, that doesnt require supplies.
Land Train - very strong defensive unit, comparable to Titan Legion. Can withstand attack from a Gargant. Autoproduced by small wonder,

Armor Line Units

Sentinels - weak scout unit, Has "all terrain as roads" and "radar".
Siege Battery - advanced artillery unit. Very high strength, but only 1 range and rate of fire. Has "Lethal land bombardment".
Missile battery - advanced artillery unit. Has lower range, than artillery battery, but twice the rate of fire and higher strength too.
Veteran Tank Regiment - upgrade for Tank Regiment. Has higher stats.
Deathstrike Missile - a cruise missile with infinite bombard range. Can one-shot pretty much everything.
Titan-Killer - superheavy tank variant. Has higher attack rate but comparatively weak on defense. Can stealth-attack Gargantz.
Space Marine Company - auto-produced by 3 different small wonders. Very strong and very fast.
Commander Dante - army unit, similar to Horst. Upgrade from distress signal.

That's it for Imperium! Now, Orks. They have 6 tech lines instead of 2, but only 3 teches in each.

The Waaagh!!!

Ghazghull Thraka - very strong king unit. Orks can have only 1. Fast and similar in stats with Gargantz. Available from the start as pre-set unit.
Gretchinz - very weak worker unit. but have attack and defence stats. Doesn't require Ork supplies to be built. Can be drafted.
Warband - basic unit. Strong on attack but not so much on defence.
Stormboyz Warhorde - shock unit. Better attack and worse defense than Warband.
Kult of Speed - weak but very fast. Can scout and harass imperial hives, killing workers and bloking roads.
Blitz Brigade - as name states, it can "Blitz". Weak on defense, ok on attack. Good for encircling Imperial forces and killing leftovers.
Grot Gunz - orkish artillery unit.
Flyboyz - only ork air unit. Fighter-Bomber.
Mekboy Dreadmob - an offense-defense unit. Has "all terrain as roads".
Nobz - hero unit, that appear in battle. Very stong both on attack and defense.
Gargantz - ultimate ork unit, similar to Titan Legion. Auto-produced by small wonder.
Weirdboyz - artillery unit. Has low range and strength but high rate of fire.
Grot Rokkit - cruise missile unit.
Rok - serves as Air Transport with infinite range. Carry 4 units and cannot be intercepted.

Goffs

Skarboyz - upgrade for warband. A bit stronger on attack and defense.
Meganobz - upgrade for Nobz. Has +2 HP.

Bad Moonz

Flash Gitz - onlty real defensive units of orks, but still a capable attacker.
Runtherdz - upgrade for Gretchinz. Work twice faster and has better defense, but requires Ork supplies, unlike Gretchinz.

Evil Sunz

Speed Freekz - upgrade for Kult of Speed. As fast, but stronger on attack.
Mekboy Gunzmob - upgrade for Grot Gunz. Higher stats and mobility.

Blood Axez

Kommandoz - fast invisible units. Can "stealth attack" most Imperial units.
Looted Wagonz - upgrade from Blitz Brigade. Higher Stats.

Snakebitez


Wilboyz - weaker variant of Warband, but doesn't require Ork supplies.
Boarboyz - weaker on defense than Dreadmob, but cheaper.


I'll rework it a bit, but this stuff is mostly ready. Now I'll concentrate on buildings and map.
 
Last edited:
Update!

Slowly filling pediaicons and stats for buildings and units. Also placed forces on map. Scenario will become launchable very soon.

I made a Runtherd multi-unit with SBB from Aaglo's Slugga and Hobogoblin Worker. I also need Aaglo's commissar as army unit, but Vuldacon's tutorial doesn't work for me for some reason.:( Probably, unit loses to much colors. I have another way, with major color loss and no shadow, but it will be better than nothing.

Dante and Horst will be "superunits" like Ghazghkull now, able to take on anything by themselves, except Gargants.

I plan to release beta till the end of the year.
 
Update!

Made custom ruins terrain. Comissar without shadow as army is ready too, but I want to try and make shadow for him again.

Except this, I'm ready to start testing (unless I forgot something, which is highly likely).

Civilopedia, Scripts, custom pop heads (I plan to be minimalisic here, however) are still to be made, but this will not affect the bulk of gameplay.
 
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