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.

RSS Reviews  (0 - 10 of 14)

While new units and realistic damage sound appealing, the mod is unplayable.

I don't mind having realistic damage and units that easily die. After all, DoW2 has a nice balance between damage realism and fun, or the Blitzkrieg mod for CoH as well.

In this mod, infantry is utterly pointless. Most weapons will one-shot them, regardless of what unit it is. Felt strong with your marines in Vanilla ? Well, they're now as resilient as a paper sheet now.
By the time you figure they're under attack, by the time you select them and order to go back, they're already dead.

And no unit limit drives games into a blobspam shitfest.
Massive armies may work in games like Supreme Commander because everything is made for this, from pathfinding, formations to production automation. Here, you lost 10 squads in 6 seconds and a half, prepare to click 10 times in your barracks, select one by one your squads for weapon upgrade and leaders, and assign one by one an "external" squad leader. Why bother ? Make tanks, tanks, and even more tanks.
Ah, not exactly. Vanilla DoW already had some pathfinding issues with regular unit popcap. Now imagine with unlimited units.

Can't recommend the mod because it is too extreme. Ultimate Apocalypse has several game rules to reduce units HP and one of them seems fine for me : not too bullet-spongy, not too fragile.
Demons are supposed to be a nightmarish threat. They're now a joke and not a threat anymore. Actually, nothing supposed to be a threat is one anymore, from demons to super-heavy tanks.

The mod is very coherent with itself, the best way to describe it is "what you see is what you get"
It may be unbalanced sometimes, but it's realistic now with the new armor and damage system.
It needs to nerf vehicles or buff infantry anyway, because at times it's almost unplayable and it becomes a spamfest, but that could be easily fixed with an eventual patch, maybe limiting the vehicle cap or to increase their cost by a lot.
Even if there isn't huge amount of new units/factions, it feels very nice to play the mod if you like the gimmick.
It's clear that the dev knows what he wants to do with the mod and what it should have and how it should play, that what's matter the most, you will have a great time with this mod if you like it's context.

4

Maybe it would work in turn based tabletop game, but effect on real time strategy is poor. Infantry dies in droves after the first volley, no time to position differently or withdraw, morale bar isn't utilized, artillery is deadly, everything dies within seconds except tanks that are more resistant than infantry.
The gameplay is fast paced, units are ordered and destroyed constantly, any pathfinding mistake leaves units vulnerable, it doesn't exactly feel that the game engine can handle such abundance of units on map.
Too much micro in real time for my taste.

This seems to be a bit of a marmite mod, and it's not hard to see why. Essentially, the mod takes DOW and turns it into something resembling a mix of Starcraft and Supcom, complete with the far faster pace that such a thing entails.

In this mod, infantry will begin dying almost as soon as the shooting starts, and even vehicles and super-units don't last long individually. Armies quickly became huge, with few limits on their sizes. The resulting spectacle is nothing short of brilliant, but it certainly takes some getting used to.

I should also mention that infantry are NOT useless in this mod, despite what certain other reviewers have stated. They're necessary for map control as is standard for DOW, and they will likely comprise of the bulk of your army for much of a given game.

Notably, the mod features fully functional campaigns on both the SS and DC versions. The campaigns are great fun and have been adapted nicely, so I definitely recommend checking them out. The mod also features optional health multipliers in skirmish mode these days, so those are worth trying out if the mod feels too fast by default.

its pretty cool, but the infantry may as well not exist. it is a awesome mod, things I like is: blood thirster no longer has to be summoned by a chaos lord, you can have lots of tanks :D and that flying units no long have a range of flight. but the bad things are: infantry is cool and all, but they are utterly useless. they die to fast and deal no dmg whatso ever, relic units such as avatar of khaine and blood thirster die in like 4 Las cannon shots, which is annoying, and orks mas produce the grot cannons (I forgot what they called) but they are so annoying cause they are pretty op for what they are ane in mass they instantly destroy relic units such as restored monolith. so im giving this a 5/10

you call this lore balance? Damn why was it so hard to play with the guardsmen ?

not balanced. but well good mod

10

alexww says

Agree Disagree

Brings DoW as close to warhammer lore as possible. Pretty messy as a consequence.

1

It's honestly not fun,it wanted to be realistic but went straight into the real of unplayable. Infantry dies too quickly to make an impact,flying units are straight up OP and the AI gets all sorts of wonky.
Needs more work.

Fantastic