The goal of this mod is to make combat look more realistic while maintaining balance by adjusting squad cost and training speed. To determine how strong a unit or weapon is I consider how its described in the lore, how it looks ingame and its relative strength on the tabletop. Most units do not use squad or vehicle cap, and the few that are limited have a lore reason (like the leman russ vanquisher) or balance reason (artillery). - No squad limits on most units. - Dozens of new units. - The AI can use all the new units. - New AI profiles for all factions. - Campaign and multiplayer compatible. - Greater emphasis on macro-management and aggressive gameplay. - Knockdown is now very rare. - Better vehicle pathfinding. - Research removed. Each races traits are more pronounced, space marines are more elite, eldar are faster, imperial guard and orks are big horde armies, necrons are hard to kill but slow, tau still like their gunlines.

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My animations

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Model Pack 1 comment

Modders resources that contains all models/animations I've worked on. Completely new unit for IG, the Wyvern tank!

commuity map assets v0.2

commuity map assets v0.2

Prefab

I've updated the pack with a bunch of new decals, including flattened versions for walls, and three map templates. 256x256 space, 512x512 space, and 512x512...

community map assets v0.1 (OBSOLETE)

community map assets v0.1 (OBSOLETE)

Decal

Reorganized decals into a more easily searched folder, converted them all to tga so the mission editer preview feature will work, and gave some of them...