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 The Astartes strikes back

Hi all folks, One month has passed and it's the moment for me to reveal the new stuff added recently in the 40KTTE mod for DC. Today, and as some people could wonder, I'll came to talk about the last race I've modified : The Space Marines faithful to the Emperor.

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Hi all folks,

One month has passed and it's the moment for me to reveal the new stuff added recently in the 40KTTE mod for DC.

Today, and as some people could wonder, I'll came to talk about the last race I've modified : The Space Marines faithful to the Emperor.

First of all, we will pay attention of the Techtree. This one is composed by 3 structures : The Fortress-monastry, which is the principal building and allows you to deploy the HQ units, Scouts and the Servitors. The Orbital Relay, accessible by taking control of 2 objectives, will allow you to deploy Tactical squads, Dreadnoughts and Terminators. At last, the Vehicle building will allow you to set up heavy spport and fast attack units like the land Raiders, the Land Speeders, the Predators or the Vindicators.

Weapons have been, obviously, reviewed and are now very versatile. Don't attempt to destroy any armor unit with a bolter or a chainsword, anyway. But it will remain for those who don't know well the weapons of the 40k universe that, bolters are efficient versus light infantry (Imperial Guards, Eldar Guardians, Orks), heavy bolters against light and medium infantry (Imperial Guard, Tau, Orks, Eldars), power weapons against all infantry units, Missile Launchers and Lascannons against any kind of target but specialized versus heavy armor targets and the Whirlwind's Multiple Rockets-launcher against light and medium infantry.

The Space Marines are a versatile force and extremely efficient if well played. They combine the resistance of the power armor, with an extraordinary strengh and the most deadly weapons of the Imperium. The army possess a few units which allows you to harass the ennemy by striking a precise point of his forces. I've wanted to retranscribe all these in my modifications and it is why a wide proportion of the army will be able to be deployed from the vessel at low orbit by Drop pods. Assault marines will be able to jump at long range to reach any point of the battlefield, Land Speeders' speed have been raised and Typhoon Land Speeders and Bikes have joined the list of new units.

Researches as adding plasma pistols, power swords or grenades to squads have been maintained. New ones have appeared. Furthermore, the abilities have been updated. To quote one, the orbital bombardment is a lot more powerful but now is very expensive and will cost you half of your beggining amount of Requisition to be used. It could be reload in 10 minutes.

To finish with, some aspects of general gameplay have been redone to make the game more tactic. These ones have been taken after a lot of tests. We could retrieve the one which permits you to reinforce/upgrade your squads near the listening posts whereas just near the HQ building. Sight ranges have also been reviewed to force the player to have an infantry presence near his tanks because those last have reduced to illustrate the idea that tanks are "closed entities". The infantry is just here to permit to your tanks to use their weapos at their maximum ranges.

Ok, the next will be the one where you will be able to hear dark secrets about Chaos Marines, strategic informations about the Imperial Guard and the last infos about the Marines.

See you !

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