Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Elite Space Marines - 𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 edition
   
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5 Feb, 2023 @ 6:28pm
20 Feb, 2023 @ 12:56pm
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Elite Space Marines - 𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 edition

Description
The Elite Chaos Space Marines mod

[Balancing In Progress]

AND THEY SHALL KNOW NO FEAR!




A simple mod that turns the Space Marines into the elite soldiers they are depicted in the lore.


[ndla]
I love asymetric gameplay, so I wanted to enhance the feeling of limited but elite troops while fighting the SM, but without breaking the game's balance nor pace, this is intended to be mostly thematic, but balance is something I aspire to.

Balancing is a tedious process and I'm just starting to playtest, so every feedback is appreciated and will be considered.




The Mod :

I have restructured the Space Marines at their core.

Every Marine unit has had a linear stat change.
Before, a Space Marine had 1,5x of a human profile, I changed that to a 2:1 ratio, double the HPs, double the strenght, as well as a trait to buff their range in a similar proportion than the strenght does for melee. (+33%/model)
Buffed "And They Shall Know No Fear" trait from 33 to 50%.
Added "The Emperor protects", a trait that gives +1 Armor and +10% Attacks.

Terminators, Tactical and Assault Marines are now in squads of four, Scouts are in squads of three.
This makes them even more vulnerable to heavy attacks than before but more resilient to nades, flames and blasts.

They should shift away from regular infantry even more to be "elite infantry".

In exchange for the slight boost over vanilla marines, they all had a cost increase.

Exception made for the Scouts because I wanted to retain their low cost for variety. They have actually lost 3hp, but I doubled their Attacks, they are basicaly the equivalent of an attacking 6 scouts squad and a defensive 4 scouts one, they are stronger than vanilla IMO, but need more careful placement.


List of changes :

Apothecary : HP 3 => 4* ; Strenght 1.5 => 2 ; EnergyCost 20 => 30 ; RequisitionCost 20 => 30 ; RequisitionUpkeep 2 => 3 ; +trait: Emperors Finest* - The Emperor Protects*


Assault SpaceMarine : Model count 5 => 4 ; HP 3 => 4* ; Strenght 1.5 => 2 ; RequisitionCost 40 => 50 ; RequisitionUpkeep 2 => 2.5 ; +trait: Emperors Finest* - The Emperor Protects*


Tactical SpaceMarine : Model count 5 => 4 ; HP 3 => 4* ; Strenght 1.5 => 2 ; RequisitionCost 40 => 50 ; RequisitionUpkeep 2 => 2.5 ; +trait: Emperors Finest* - The Emperor Protects*


Devastator SpaceMarine : HP 3 => 4* ; Strenght 1.5 => 2 ; RequisitionCost 60 => 80 ; RequisitionUpkeep 3 => 4 ; +trait: The Emperor Protects*


Devastator Centurion : HP 8 => 10* ; Strenght 2 => 2.5 ; RequisitionCost 120 => 150 ; RequisitionUpkeep 6 => 7.5 ; +trait: The Emperor Protects*


Terminator : Model count 5 => 4 ; HP 3 => 4* ; Strenght 1.5 => 2 ; RequisitionCost 80 => 100 ; RequisitionUpkeep 4 => 5 ; +trait: Emperors Finest* - The Emperor Protects*


Scout : Model count 5 => 3 ; HP 3 => 4* ; Strenght 1.5 => 2 ; +trait: Emperors Marksmen*


Captain : HP 9 => 10 ; Strenght 1.5 => 2 ; RequisitionCost 40 => 80 ; RequisitionUpkeep 2 => 4 ; +trait: Emperors Finest* - The Emperor Protects*


Chaplain : HP 9 => 10 ; Strenght 1.5 => 2 ; RequisitionCost 60 => 100 ; RequisitionUpkeep 3 => 5 ; +trait: Emperors Finest* - The Emperor Protects*


Librarian : HP 9 => 10 ; Strenght 1.5 => 2 ; EnergyCost 20 => 30 ; RequisitionCost 20 => 30 ; EnergyUpkeep 2 => 3 ; +trait: Emperors Finest* - The Emperor Protects*



*Emperors Finest: + 33% Ranged Damage
*Emperors Marksmen: +100% Attacks
*The Emperor Protects: +1 Armor ; +10% Attacks - locked behind a research

*Since squad numbers are different and stats are given for individual models here's the list of HP changes for units:
Apothecaries 9 => 12; Assault SpaceMarines 15 => 16; Tactical SpaceMarines 15 => 16; Terminators 15 => 16; Devastator SpaceMarines 9 => 12; Scouts 15 => 12 ; Devastator Centurions 24 => 30



More about balance :

I decided to go all-in and nerf if necessary because I could tell that my previous versions were tame, but don't worry, I'm extremely reasonable, I'm going to fight'em more than field'em after all. :p
Right now the mod blends into the game, and I'd like it to remain this way. My goal when I mod is to forget there is even a mod.

But I am kin to adress balancing issues with extra tools if necessary, included for vanilla performances, for now I tried my best to not alter vanilla balance due to my lack of knowledge, but I'm interested by it.

For example I added a trait to give them +1 Armor and +10% Attacks for consistency that serves to justify the cost increase, but locked behind a research to not offset the early game where Marines already benefits from the rework with little to no threat.
Right now my biggest concern for balance is the tier at which to put the research (and Centurions/Obliterators).

I also thought about shrinking the Apothecaries to a 2 men squad and cuting their cost to 1.5, but I'm affraid that a low cost healer in the backline would be too strong, so for now they are just more versatile but more expensive. (if there is enough demands or if I notice a tiny struggle in upkeep I'll consider the 2 men rework)

Most units on the roster will benefit from the "And They Shall Know No Fear" trait buff, it should be unimpactful enough to not be balance breaking, and help with the faction's performances regarding my aformentioned doubts.

Faction should be slightly stronger overall but with bigger weaknesses.




Compatibility:

I have reworked the code for maximum compatibility, it just touches the strings listed above, nothing else, should be compatible with pretty much anything, place above mods you want to overwrite values off.
16 Comments
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 11 Jun, 2023 @ 5:00pm 
hows it been buddy?
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 21 Feb, 2023 @ 4:08pm 
lol
Tilith  [author] 21 Feb, 2023 @ 10:27am 
Yeah I figured I could actually re-release it, I'm sure it would interest other people, so it was a good way of differenciation.

Your last comment is still being analyzed by steam. ^^'
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 21 Feb, 2023 @ 9:26am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 21 Feb, 2023 @ 9:23am 
AND YOU PUT A SNOWBALL LMAO
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 21 Feb, 2023 @ 9:23am 
LOL, YOU RENAMED IT?

XD
Tilith  [author] 20 Feb, 2023 @ 1:00pm 
Alright it's done, I have also given the same treatment to scouts as other marines and pumped the price accordingly. (to 3)

And yeah no worries, the difficulty setting is something, I was just trying to see in comparision to vanilla since you told me you played with the same settings if I remember correcctly.

So thank you for answering, sorry for the short answer I have to take my food off the oven, see ya, hope you enjoy. ^^
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 20 Feb, 2023 @ 4:10am 
you can up the upkeep costs, economies werent a problem for me. even when holding off against 3 different fronts, you just have to play it right. its hard but i mean thats the whole point of it. but ill take the production time decrease.


now for the other subject to answer your question its more or so both.

I never needed to utilize them before because I DID manage to play around it, and two they did cost me logistically for something I could of used on combat, 3, for some reason they usually were targeted. as someone who for some fkin reason always spawns next to either tyranids, chaos, or necrons. it is not FUN.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 20 Feb, 2023 @ 4:10am 
And I wouldnt say HARDER but more so I had a stronger need to keep those troop formations at the frontline constantly, it became harder to maintain my rotation strategy due to the increased costs, among other factors. example being I couldn't really risk doing a tactical retreat with a unit while having the chance of it dying, (Breakthrough of the front or long range attacks/flying units)

so due to multiple reasons one can say I've adapted and evolved my strategical formula and doctrine to better maintain cohesion and morale of the front.

Dw about the questions I find this entertaining in a way. sorry for not replying sooner.

yes end game can easily become such a hassle. a lot of games suffer from this.
Tilith  [author] 19 Feb, 2023 @ 4:25pm 
So for the changes, I can do that easily yeah, if you want something more balanced I'll have to pump the upkeeps from 2.5 to 3 for Tactical/Assault/Aphotecaries and from 3 to 4 for the Captain and Chaplain. That would play along fielding less units and allow you to play against other SMs more flawlessly.
Terminators should be beasts, but I don't think upping their upkeep even more is necessary.

But I can also leave them as is, SM economy do be tight.

I also have removed the extra creation turn on the new mod, want that change too ?