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What's balancing for me? Do i care really?

No, not really - i love to play the campaign over and over again to be honest.

However, "Balancing" there can be applied to "overused" and "underused" units.

So my balancing contains

1. Making the Bombard more expensive. I am also thinking about putting just two of them into a unit, eating the slots quickly.
2. Tallarns standards have now one Weapon only.
3. This pesky Commissar has now four rhinos. That way he is actually useful.
4. The Captains of the three nations receive a morale boost, each of them. That way there is a reason why someone should use them. The Mordian captain receives four tacticals, the Tallarn captain receives four heavy weapons (that was already the case) and the Catachan receives four close combat units.
5. Heavy Weapon infantry detachments have now four instead of five units for the same price.

Then i do something against the balancing again... just to have some units i just miss.

1. Planet Guards has 25 units instead of 5, for 7x the price. So you pay more in total, but they use less slots. Still thinking about if i should make them more expensive still.
2. Same for Goblins on Orc side.
3. Bad Moon Nobs receive an armor of 45, a second bolter, to-hit of 50, CAF 6. And i changed their name to "Meganob".
4. Goff Boyz appear with 30 units.
5. Invented a Pikk Upp Truck that's faster than a rhino and can carry 2 units. Too bad the AI isn't using transports.
6. Battlewagons have one infantry transport slot more now.
7. Chimeras have one infantry transport slot more.
8. Invented a razorback: 1 Autocannon and 1 Infantry transport slot, nearly without armour, comes in 6 per Unit Card.
The Rough Riders received a 4 save and are 8 units now for the same price. They also move 2 more now.
Storm Boyz are 8 units now. They have 10 movement, like a rhino. They got a bolt pistol. I have to test them now.
Ghazkhull the prophet of war. He has eight units of Meganobs and three Battle wagons on his unit card. This has nothing to do with Balancing, only with Fluff. Additional to his commissar morale bonus, he receives the space marine morale sturdiness. A save of three and armor like the other Meganobs, he should be worth the name now.

The tank Bolter received a better range, 16. There is no reason that the tank Bolter should have this small range.

The Kustom Kannon has 26 range now instead of 28. The Kustom Kannon Mek Vehicle has 10 Armour less at the front.

The Thunderhawk is available as single unit like before, and as Squad of three. I like this transport. He adds movement to the otherwise sometimes static game. Transport some Space Marines to the back end of the Orc front, see them explode quickly. I have to test this mod. If it is too strong, I might roll back.

After the first test, I raised the number of Wildorc units to ten.
Thanks for posting this; I've been doing some modding/rebalancing myself and you have some very interesting ideas, such as the planet guard/gretchin change.

If you are interested I can post some of my changes for discussion.
Is this available for download?