Are you a real 40K TT Fan? If you are, you certainly have been bored of the differences between units in DoW and in the TT. This mod is made by a pure hardcore TT fan just to redefine the universe of the 41st universe in DoW and how the units and gameplay should be. Check out if you don't mind to enter a world where only despair and death awaits you - meanwhile, there is one sure thing : Anything is different...

Report RSS Tau and Necrons at foreground

Hi all and welcome to a new monthly developpement update of the 40KTTE mod for DC. By today, it's about Tau and Necrons that I came to talk about. Actually, Necrons have been done and most of Tau modifications are finished.

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Hi all and welcome to a new monthly developpement update of the 40KTTE mod for DC.

By today, it's about Tau and Necrons that I came to talk about.
Actually, Necrons have been done and most of Tau modifications are
finished.

To begin with, I would like to talk about universal Techtree (could be changed).
It's a choice I've made because of two reasons : one, to make the
gameplay closer to the races' backgrounds and two, to reduce a bit more
the base building phase. All that because the Techtrees are all made
with 3 structures. These structures are the HQ (Monolith, the
Monastry-fortress...), the Vehicle building and a third structure which
its role varies for the different races.
For example, the Tau race have the Tau HQ, the Kroot Nest and the Vehicle building.

In reality, the Techtree have been simplified to follow that way and to
allow the player to focus on his units whereas his base. In this way,
all researches, production and upgrades times have been drastically
reduced. For all of you who have played the WA beta, this will follow
the same path, but for newcomers, don't be surprised to see many
researches and abilities which are not in adequation with the TT
deleted from the original DC game.

Concerning the abilities, I have finally succed to make an infiltration
ability as it was in WA - I mean that when your units are concealed,
you would not be able to fire and to charge ennemies. Meanwhile, you
will be able to choose either if the unit will be concealed or visible
to make it able to attack ennemies as before. Obviously, it would vary
between different units and the units which have special equipment like
the Stealth XV15/25 Exoskeletons will enjoy some adaptations from this
rule.

To finish about the infiltration system, I'll add that all units now have the ability to reveal hidden ones.
Althought, squads equipped with antennas/radars would be able to reveal units from a larger area than
average troops. These modifications have been made to avoid such ridiculous cases where concealed
units were able to fight at close quarters without being seen by those which been attacked...

Another new stuff, more funny this time : how Kroots mercenaries function.
The Kroots, in case of you don't know what they are, are dead-eating
mercenaries who rent their skills ratherly to the Tau after being
integrated into their empire. Meanwhile, they need to absorb different
genes to evolve and rent their skills to many other races in the galaxy
to do so. It is from such a thing that I've had the idea to represent
this rent in DC.

This is how it works, actually :
1) Make the research to be able to use the skills of a Kroot kinship.
This research allows you to deploy a Kroot Nest.
2) Once the Kroot Nest built, you can call for Kroot units in the limits of HQ and Troops choices of the
army sheme. But be aware that each Kroot unit which has been deployed cost a regular amount of Requisition
to represent that they rent their skills.

Apart these, all Necron weapons have been updated to fit real ones and it's a real pleasure to see these
happy metal-guys regaining their tactics of tiring the ennemy,
teleportations thank to the Monolith, and a pretty tought Nightbringer.
For the rest, about the Monolith, you will now be able to deploy from 1
to 3 of them in the limit of the Support choice of the army sheme.
Knowing that your units will be able to reinforce near to the Monolith,
I'm sure that it will be a first-class target for your ennemy who would
certainly focus his shoots on.

About the Tau, the gameplay is a lot more nervous. The mobile
Exoskeletons will allow you to create interdiction areas and to harass
the ennemy. The fast mercenaries will engage units at close range and
maintain them at close quarters. Besides will advance the heavy units
like Skyrays, Broadsides veterans or Hammerhead antigrav tanks.
Pathfinders, drones and Vespides auxiliaries will shine at objective
taking or at counter-attacks. Tau Hunting armies have been made for
speed and to surprise the ennemy, so many Tau units have the ability to
deep strike or to "jump".

That all for that time folks !

See you again for another devnews !

Lork

 

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