Warhammer in the East mod

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Guardsman111
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Joined: Wed Jun 05, 2013 3:13 pm

Warhammer in the East mod

Post by Guardsman111 »

Hey,

This is the first announcement (Hopefully of many) about my mod, the Warhammer 40k Mod, for War in the East. The title name, put simply, is Warhammer in the east (Awesome play on words, right? ;D)

Anyway, it is about 50% complete to an Alpha stage, and i will release it after:

1. I have completed the two faction's cities.

2. I have completed the first campaign, Imperium vs Necrons (Don't ask why i chose Necrons)

I don't think there are that many total conversion mods out for WITE, and i certainly hope there aren't any Warhammer ones :L In any case, If anyone is interested in this please Post a reply, by the time the full version is released i hope to have:

Several different maps to be fought over, but i'm not entirely sure if this is possible.

Many different Warhammer armies, from Chaos to Tyranids, including many different Combinations of the same unit (i.e. there are 4 different Combinations for each Leman Russ Variant to choose from, no sponsons, Bolter sponsons, Melta sponsons and Plasma sponsons) as well as Apocalypse Units, Forge World units, and any special Units that people may want to suggest to me .

Units that are as close as possible to the in codex rules of their units, and i have devised a series of codes to transform the Weapon rules from Warhammer to the values for Weapons in War in the East.

Several different Huge campaigns, many different scenarios, from the Imperium against Necrons to Imperial unrest, purges and even Alien races fighting among themselves, such as Orks vs Tau.

A mod that is fun to play and won't run dry, or be put on the shelf for a rainy day

Any Suggestions at all are very welcome, and please as any questions, i hope i can answer most of them Plus, if anyone is interested, i could really do with a hand of creating the Units, i need over 2000 per side to make it worth playing i figure, so any possible TOE's or even special Regiments (For example maybe you have your own Imperial Guard Regiment that you would like to feature in the game) are very welcome.

Thanks,

Charlie Parsons (Guardsman111)
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Iron Duke
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Location: UK

RE: Warhammer in the East mod

Post by Iron Duke »


Interesting concept

any screenshots of units/toe's
"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore
Guardsman111
Posts: 8
Joined: Wed Jun 05, 2013 3:13 pm

RE: Warhammer in the East mod

Post by Guardsman111 »

Heres just 1, several more to cometh

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delatbabel
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RE: Warhammer in the East mod

Post by delatbabel »

You are completely mad. In a good way, of course. Keep it up!
--
Del
Guardsman111
Posts: 8
Joined: Wed Jun 05, 2013 3:13 pm

1

Post by Guardsman111 »

Imperial Forces lined up and ready!

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Guardsman111
Posts: 8
Joined: Wed Jun 05, 2013 3:13 pm

2

Post by Guardsman111 »

Tank :P

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Guardsman111
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Joined: Wed Jun 05, 2013 3:13 pm

3

Post by Guardsman111 »

Another tank :P
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Guardsman111
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Joined: Wed Jun 05, 2013 3:13 pm

4

Post by Guardsman111 »

A big Tank (Oh Imperials, how you like your tanks :3)

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Guardsman111
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Joined: Wed Jun 05, 2013 3:13 pm

5

Post by Guardsman111 »

A walking fortress :D

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Guardsman111
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Joined: Wed Jun 05, 2013 3:13 pm

Warhammer in the East mod

Post by Guardsman111 »

Okay, so there's what has been done so far. I has a couple of questions to ask guys who are interested:
* In terms of air power, what would you guys be expecting as a reasonable air force?
* There isn't a huge amount of reinforcements on the imperial side, and it arrives every few turns. Would you expect a hell of a lot, or few?
* Regiments contain smaller numbers of men and vehicles (vehicles are vastly weaker in numbers) but much of the strengths remain about the same. There are also less regiments and less command structure at this moment in time. Should there be a lot of support construction units working with the imperial forces?
* Titans have huge firepower, but because they are few, their unit strength is minuscule. Should they remain as combat units or should i edit them to be support units?

In General the game currently features less of everything, such as units, tables of equipment and currently there are no cities (because i decided not to faff around changing every city to what i thought would be needed) and both sides will rely on off board material dumps (this made sense to me as obviously the Imperial fleet in orbit supplies the Guard with men and materials while the Necron tomb below the surface provides men and materials to the Necrons fighting). This probably won't change for a while, and as soon as a Necron Army has been established i will be releasing an alpha version into the community.

Please Please Please don't rip it to shreds and spit on it, that will not help anything :L if experienced WITE players could offer advice on what to change, and what to remove ext. and everyone else can point out what they would like/what is good or bad in a CONSTRUCTIVE WAY then i will feel much better about myself :)

At a push, i can get it done in a week (provided i don't grab all the spare hours at work) don't quote me on that though ;)

Thanks for listening, this has been Guardsman111

Thought for the day: A warrior's faith in his commander is his best Armour and his strongest weapon.

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