Dawn of Warhammer 40k: Firestorm over Kronus
#1
Posted 19 February 2012 - 04:24 AM
Units behave in a much more realistic fashion. A plasma gun really will kill a Space Marine in 1 - 2 shots, and you can only have a maximum of 2 plasma guns a squad, however, ballistic skill also applies to this mod, meaning that a Plasma Gun wielded by a guardsman won't be as accurate as one wielded by a Space Marine. Melta Bombs are common, not just exclusive to Assault Marines, and they do as much damage as in the book, meaning it only takes about 2 of them to explode a tank, one if you're lucky. Damage-per-hit is also randomized between two numbers, which adds the luck element. A las-cannon may hit a tank and merely glance a bit of it's health away, but sometimes it may blow it up entirely with a devastating critical hit. Basically, it all applies like in the Rule book.
As I said, though, it's within reason. It's not WORD FOR WORD like the Codex is, because you can't take units from a turn-based game and move them stat-for-stat to an RTS, but in my honest opinion, it does the best job of doing so. It has that Tabletop feel, without going way too far (as Tabletop "One Railgun Blast Will Cook Your Leman Russ from Across The Map" Round-up did).
I've prattled enough, here's a link to the mod itself.
#2
Posted 19 February 2012 - 07:56 AM
#3
Posted 19 February 2012 - 06:39 PM
I love how the new Sentinels work, now. The sentinels aren't completely useless anymore. Two sentinel squadrons with plasma cannons is a Space Marine's nightmare. Their maneuverability and versatility make them my favorite Guard light vehicles. And lets not forget how there are more leman russ tanks than you'll ever know what to do with.