8 new races, new units and features for the original 9 races. With the mission to bring all races to Dawn of War, in the style of their Codex, drawing inspiration from the Table Top Game. The complete collection of the Codex Mod to date.

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Some Race changes (my two cents) (Games : Dawn of War : Mods : Codex : Forum : What do people want to see in the future? : Some Race changes (my two cents)) Locked
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Jan 25 2013 Anchor

So through and through i really don't have gripes with this mod its beyond satisfying to play so much to the point ive stopped playing DOW 2 lol. I've been alternating between this and dark prophecy for some time now, i understand its a beta, but i want to help with input.

First thing beyond all doubt...the Daemons. I understand they're daemons i mean the ole bolter isn't going to really cut it, you need to bring out the big guns, but i can't make that many they however have a blank check for super units. They can roll a soul grinder, prince, greater daemon and mass spam bloodletters all at the same time. They need hard caps big time or ill just constantly x them out as a "fightable" faction. As it stands they're beyond overpowered, its almost game breaking if you fight them above standard. They can churn out anti vehicle horrors and melee lock bloodletters till the end times and in vast quantities. Also i wasn't aware different gods (khorne and nurgle greater daemons on the same field ) would work together all the time. I play guard with my buddy and although its epic as hell to see guard and space marines have to hold out against all manners of nasties? Try having two of all the daemons i listed above....at once, your doomed. Rushing is really the only viable option, but cmon now its a comp not a ranked match lol. Also squads of bloodcrushers and those warp beasts is just mean, one is enough, but a whole squad..;(

The Grey Knights, eh well i won't say its not an amazing crack at the faction (i mean hell we had a whole fully fleshed mod with voice actors etc come out for them). I just feel the units i churn out don't represent their real value (^ especially fighting the aforementioned assholes lol). The basic unit is well in effect a grey knight, i just feel like maybe it should be inquisitorial storm troopers or something else. I feel as though the knights themselves should be limited to a few squads of tactical decisiveness to help counter the daemons/horrors of any sort while the main force takes on the rabble. That been said, i couldn't help but notice...do they even get buffs against daemons? I didn't see it alot on their stats, maybe i overlooked it idk, but i felt like ANY knight should have buffs out the ass against daemons.

As for the Space Marines, again spot on job with them they play great, but again i feel they don't really represent their value like the GK. Now im not by ANY means a lore buff, but how many squad would they actually commit to an "all out" engagement? I mean as the emperors chosen shouldn't they be a little stronger? Maybe a basic squad of just 4-5 (no more than that) of powerful elite troops (with a hard cap of 2-3 squads for balance). Im sure this goes way over the "dont change the core gameplay" policy, but just my two cents. I mean DOW 2 portrayed them really well it takes 2 squads of guardsmen to take out a squad of space marines effectively. These guys are curb stomping everything on fact pile and are constantly shown as effectively the closest thing to a god a normal joe can become, i feel they deserve some representation in that regard. Again just my two cents.

Last but not least ye old Guard. Im not sure if you guys altered em or what, but even my basic guardsmen perform really well lol. I mean those guys held the line with their commissars and priests and whooped ass in a lot of my matches. The guard play really well, i feel it really just comes down to hard caps on their tanks and maybe upping the squad/vehicle cap (i bold maybe because im kinda on the fence about whether two leman russes can get the job done without splash damage for their battle cannons). Some more baneblade variants (hard cap of 1 super heavy) for more role orientation would be nice too.

Its 2013 and soulstorm was made in what? 2009? Im not sure but point is, you guys took an old game and no shit put it up to par with games of today's market. Someday a new W40k RTS/FPS game will come out, but until then i can honestly say this mod alone has kept me satisfied (while i relearn the board game haha) and im sure many others can say the same. Keep up the hard work and know your work is appreciated.

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