In the far future of the 41st millenium, mankind struggles to keep the enemies of the Emperor at bay, barbaric Orks are ravaging planets at the borders of the Imperium, the Tau are getting more and more confident in their pathetic little empire, Chaos and heretical thoughts spreads throughout the universe. At times like these there will be no peace.. there is Only War. ------------------------------------------------- --- * Complete Total Conversion of Command & Conquer Generals: Zero Hour, set in the 41st millenium of the Warhammer 40k universe. * The Resource collection system is different from that of Generals. * Four completely new factions; Tau, Imperial Guard, Orks and Space Marines. The Imperial Guard are Cadians and the Space Marines are Ultramarines. * And much more.. * Currently Available for download at ------------------------------------------------- --- Release 02 has: Functional AI (Skirmish play, Multiplayer with AI) Functional New Music More content (More units, a few more...
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Posted by Boomerang_Python on Apr 12th, 2007 digg this super bookmark
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Thought for the Day: Thought begets Heresy; Heresy begets Retribution.
The servants of the Imperium have not been idle of late. The greenskin "Waaagh" is growing in magnitude and becoming a major threat to the subsector. This report includes images of a convoy ambushed by a greenskin force in the desert, losses were high for the commander was unaware of greenskins in the region. Convoys moving through the desert are advised to do so with greater caution, the greenskin invasion is perhaps more significant than we had feared.
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The commander, though attacked unexpectedly, still performed admirably in forming a passable firing line to meet the three Ork Killa Kans that charged the ranks.
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The Imperial Guardsmen were no match for the Killa Kans in close combat, but proving the power of drawing the line, the Leman Russes cut down the Ork walkers.
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The front of the column was annihilated immediately, but the Sentinels performed admirably under fire, ultimately succumbing to Ork missiles.
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The second firing line was still forming when the main wave of Greenskins hit them, if not for the superior skill and training of the Kasrkin, the line would have broken much sooner.
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Many brave guardsmen died for the Emperor, but the vile Orks were ultimately driven back.
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The Orks are very fond of grenades and explosives, whilst they may be of limited effect to vehicles, en-masse they pose a threat, and to infantry the weapons are devastating.
Be vigilant in the coming green tide commanders.
UPDATE END.
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