Warhammer 40,000: Battlesector

Warhammer 40,000: Battlesector

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We need a heavy units and a titan pack.
I don't know the exact title but this game is a spiritual successor to another game that was based on the Space Wolves. In that game you had units up to Titans. I don't need that exactly but i would love to see a pack that adds the Landraider, the Baneblade and some other heavy stuff to the game. It doesn't need to be am Imperial Knight at once.
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Showing 1-7 of 7 comments
leerm02 22 Dec @ 3:53pm 
I have also been wanting a "heavy" pack for awhile :-)

My picks would be:

1) Space Marines:
1. Land Raider
2. Repulsor Tank
3. Redemptor Dread

2) Sisters of Battle:
1) Imperial Knight Crusader
2) Imperial Knight Warden
3) Imperial Knight Paladin

3) Khorne:
1) Chaos Knight Tyrant
2) Chaos Knight Rampager
3) Chaos Knight Desecrator

4) Orks:
1) Weirdboy Stompa
2) Mekboy Stompa
3) Goff Stompa

5) Tyranids:
1) Scythed Hierodule
2) Harridan
3) Heirophant

6) Necrons:
1) Obelisk
2) Monolisk
3) C'tan

7) Tau:
[three new battlsuits, not really sure here]

8) Imperial Guard:
1) Baneblade
2) Shadowsword
3) Hellhammer


...honestly, this has been my top wish for at least a year. Like, I think with just three added units to each faction we can essentially have new mini factions to play and the whole thing will be a lot more varied. Just my two cents of course.
I fail to see how adding a bunch superheavies into a relatively small scale battles would improve anything. They would either dominate everything, making else superfluous, or they would be a mockery of what they are supposed to represent.

And why stop there? Why not an an Emperor class Titan that would take up the whole map?
Last edited by ♔ Affable 7th Wave Teaboo ♔; 22 Dec @ 11:13pm
Originally posted by ♔ Affable 7th Wave Teaboo ♔:
I fail to see how adding a bunch superheavies into a relatively small scale battles would improve anything. They would either dominate everything, making else superfluous, or they would be a mockery of what they are supposed to represent.

And why stop there? Why not an an Emperor class Titan that would take up the whole map?

The battle fields in that Space Wolves game were even smaller... It was called Sanctus Reach by the way.
Last edited by Teufels Beitrag; 23 Dec @ 2:09am
Originally posted by Teufels Beitrag:
Originally posted by ♔ Affable 7th Wave Teaboo ♔:
I fail to see how adding a bunch superheavies into a relatively small scale battles would improve anything. They would either dominate everything, making else superfluous, or they would be a mockery of what they are supposed to represent.

And why stop there? Why not an an Emperor class Titan that would take up the whole map?

The battle fields in that Space Wolves game were even smaller... It was called Sanctus Reach by the way.
the campaign with heavys were way bigger and just the start maps were small, later the maps got bigger and bigger
ecb2 23 Dec @ 11:18am 
This game definitely does not support that scale (IMO). That being said, I would
love to see new units released for all existing factions.

Blood Angels need a Chaplain. I would like to see a Blood Angel's Centurion Devastator
squad also!

Daemons of Khorne need some more units too!
Last edited by ecb2; 23 Dec @ 11:19am
Originally posted by ecb2:
This game definitely does not support that scale (IMO). That being said, I would
love to see new units released for all existing factions.

Blood Angels need a Chaplain. I would like to see a Blood Angel's Centurion Devastator
squad also!

Daemons of Khorne need some more units too!

One problem i have with the current scale and with the Astra Militarum added, is that the Astra is only balanced with their heavy gear. Leman Rus alone does not cut it. Okey, we get one Rogal Dorn for a start up, but thats not very balanced compared to other factions that start with pretty strong base units.
zcharles 23 Dec @ 12:53pm 
I subscribe the opinion of those thinking that this is not the right scale. In my opinion what lacks here is mode variety and dynamics. To make the game just... LESS BORING we would need:
-forests to enter
-ruins to enter
-intact mega buildings to enter, also with corridors and rooms, and doors, and generators, and ability to switch light on/off (ALIENS style).
-entire city sector with streets, so that infantry can advance along houses and buildings, while vehicles are forced on the streets.
-multi store buildings with great advantage for those standing on upper floors
-ability to crash walls and blastdoors
-trenches as firing positions
-razorwire
-minefields
-automated MG positions
-Ammo storages bon bonuses
-Radio stations for bonuses
-Shield generators at area
-Special objectives (civilians, plasma generators, ejected pilots, etc...)

And also:
-Fog affecting visual
-Rain affecting movement
-Nightime or darkness inside mega-buildings
-(of course night vision goggles, but also flares)

THIS whould make a good tactical game. THIS makes your jetpack troops important. THIS makes you APC valuable. THIS whould make agility necessary over strenght.
This creates the conditions for REAL TACTICS, while now is only BLAM BLAM, and of course someone whould be delighted to have even bigger titan BLAM BLAM BLAM BLAM.

In my opinion a tactical game is made by more tactics, not by bigger weapons.
Wich, of course, I like a lot, don't get me wrong XD BLAM BLAM!!!
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