For Your Consideration: Elysian Droptroops
Posted: Sat 03 Jan, 2015 2:19 am
Happy New Year Everybody!
I humbly present to you, my idea to make Imperial Guard more competitive in 1v1s without drastically affecting their performance in large team games.
Premise:
When the Imperial Guard was designed as a faction for Dawn of War 2, Relic attempted to do something new. They wanted to introduce a faction that was viable in multiplayer, interesting to play, but yet also completely distinct from the other races. They succeeded.
However, while the Elite Mod fixed many of the imbalances associated with Imperial Guard, I still had a nagging feeling that quite frankly, the Guard was missing something else. To me, there had to be more than double sentinel play to make IG viable in certain circumstances. These issues mostly revolved around Imperial Guard's inability to counter setup teams properly, which was fixed in Elite mod through the introduction of the Artillery Spotter.
This being said, however, the Imperial Guard still lacked a unit that could do something else other than maintain a solid wall of flashlights. To compound this issue, a serious lack of mobility meant that IG players would often find themselves stuck in defense with no way to mount a serious attack other than from the front.
After some thought, I realized that the IG did have jump troops, though Elysian Droptroops are very, very different from Assault Marines. Those familiar with the lore will know that Droptroopers are equipped with "grav-chutes" that are only able to control the speed of descent, and not actually powerful enough to boost/jump said infantry into the air again. I wanted to replicate this as much as possible, while creating a way to introduce this particular unit that would be both:
1) Unique, and thus in-line with the IG's theme of being a different army.
and
2) Fair, as it is not the purpose of this mod to include content, but to add to balance.
All of this being said, I do believe that such a unit has a place in the IG roster, which is why I am introducing this unit.
Without further ado, my proposal:
Please note that everything suggested here is subject to developer approval. I will not feel bad if my idea is completely shot down, feel free to give any criticism you like.
---------------------------------------
Elysian Droptroop Squads cannot be produced via the Bastion. Instead, they will be a call-in unit via the Artillery Spotter. In T2, the Artillery Spotter will be able to add a squad leader, called the: Recon Officer for 75/25. The Recon officer will die last, add a negligible bit of damage to the Artillery Spotter squad, and allow the Spotter squad to detect infiltrated units. This also gives IG an alternative to using Catachans as spotters, but not giving them detection until T2.
For 300 Requisition, and 100 Red, the Spotters w/ Recon Officer leader can call down a Drop Troop Squad from Valkyries circling the battlefield above(the same Valkyries responsible for providing Rocket Run in T3) that is both within range 65(mortar/smoke shell range) and revealed from the fog of war.

Assault Airdrop Support
Mark a location with smoke for a precision airdrop.
So, basically, in order to get a squad of Elysians down, the LZ(landing zone) has to be clear, which is the Recon Officer's job. After he "smokes" the LZ, the Elysians land rather rapidly and have a +2 speed bonus for 3 seconds after they land.
Elysians can reinforce at the Bastion for 30/model.
Elysian Droptrooper Squad

Alternate Icon(inspired by idea of helmet/respirator cast aside, common motif in science fiction)[also reflective of how these droptroopers are to be used - on suicide missions they are unlikely to return from]:

Squad of 5 models, same damage stats as unupgraded stormtroopers, except Elysians do not level or regenerate energy.
180 HP/model, 0.5HP regen, 100 Energy, 0 Energy regen, 50 melee skill, same +red as stormtroopers
Droptroopers will have two abilities, both of which cost 50 energy. The first is a "light" melta bomb that snares for 7.5 seconds and does only 1/2 the damage of a normal melta bomb. The second is a frag grenade similar in damage to the stormtrooper grenade. Unlike the stormtroopers, however, both of these abilities will have range 20(stormtrooper frag grenade is range 30). Both abilities will have no cooldown, balanced by the fact that Elysians do not regenerate energy. Both abilities will be ground targeted "skillshots" as well - the player has to predict where the target will be and throw the Droptrooper melta bomb in its path, for example.
--------------------------------------------
Why should you get Elysians?
Essentially, Droptroopers can be called down to chase down a fleeing vehicle or attempt to wipe an enemy squad. Doing so will require a bit of careful planning and some serious micro. For example, if I see my opponent's scout squad getting low and I wish to wipe this squad, I could bring in Elysians and use their speed to intercept the squad and place a grenade in their path. A troublesome Kdread that keeps getting ported out by the Sorc could be found by my spotters, and Elysians sent in to snare the Kdread with their skillshot melta bomb.
If my enemy gets triple shurikens and pens me in, I could use the spotter to shut down some of the shurikens, then drop Elysians behind enemy lines to perform further disruption.
All of this sounds rather OP...
Well, remember Elysians require the purchase of the Recon Officer for 100/25. To call down a squad, you need to spend 300 more requisition in addition to 100 red. Elysians don't get back up into the air afterwards, bleed rather hard, cannot be upgraded, don't level, and don't regenerate energy on their own. On top of all this, you need to have bought Spotters to begin with, which either means a delayed T2, or no Catachans.
What my unit does allow for, however, is a skilled player with exceptional micro to wipe squads and destroy vehicles that the typically ponderous forces of the Imperial Guard would have little chance of touching.
----------------------------------------------------
I know this was a huge post, a big thanks to everyone who read it! A further note of advance thanks to the artists of the images I borrowed for my sample placeholder icons.
I humbly present to you, my idea to make Imperial Guard more competitive in 1v1s without drastically affecting their performance in large team games.
Premise:
When the Imperial Guard was designed as a faction for Dawn of War 2, Relic attempted to do something new. They wanted to introduce a faction that was viable in multiplayer, interesting to play, but yet also completely distinct from the other races. They succeeded.
However, while the Elite Mod fixed many of the imbalances associated with Imperial Guard, I still had a nagging feeling that quite frankly, the Guard was missing something else. To me, there had to be more than double sentinel play to make IG viable in certain circumstances. These issues mostly revolved around Imperial Guard's inability to counter setup teams properly, which was fixed in Elite mod through the introduction of the Artillery Spotter.
This being said, however, the Imperial Guard still lacked a unit that could do something else other than maintain a solid wall of flashlights. To compound this issue, a serious lack of mobility meant that IG players would often find themselves stuck in defense with no way to mount a serious attack other than from the front.
After some thought, I realized that the IG did have jump troops, though Elysian Droptroops are very, very different from Assault Marines. Those familiar with the lore will know that Droptroopers are equipped with "grav-chutes" that are only able to control the speed of descent, and not actually powerful enough to boost/jump said infantry into the air again. I wanted to replicate this as much as possible, while creating a way to introduce this particular unit that would be both:
1) Unique, and thus in-line with the IG's theme of being a different army.
and
2) Fair, as it is not the purpose of this mod to include content, but to add to balance.
All of this being said, I do believe that such a unit has a place in the IG roster, which is why I am introducing this unit.
Without further ado, my proposal:
Please note that everything suggested here is subject to developer approval. I will not feel bad if my idea is completely shot down, feel free to give any criticism you like.
---------------------------------------
Elysian Droptroop Squads cannot be produced via the Bastion. Instead, they will be a call-in unit via the Artillery Spotter. In T2, the Artillery Spotter will be able to add a squad leader, called the: Recon Officer for 75/25. The Recon officer will die last, add a negligible bit of damage to the Artillery Spotter squad, and allow the Spotter squad to detect infiltrated units. This also gives IG an alternative to using Catachans as spotters, but not giving them detection until T2.
For 300 Requisition, and 100 Red, the Spotters w/ Recon Officer leader can call down a Drop Troop Squad from Valkyries circling the battlefield above(the same Valkyries responsible for providing Rocket Run in T3) that is both within range 65(mortar/smoke shell range) and revealed from the fog of war.

Assault Airdrop Support
Mark a location with smoke for a precision airdrop.
So, basically, in order to get a squad of Elysians down, the LZ(landing zone) has to be clear, which is the Recon Officer's job. After he "smokes" the LZ, the Elysians land rather rapidly and have a +2 speed bonus for 3 seconds after they land.
Elysians can reinforce at the Bastion for 30/model.
Elysian Droptrooper Squad

Alternate Icon(inspired by idea of helmet/respirator cast aside, common motif in science fiction)[also reflective of how these droptroopers are to be used - on suicide missions they are unlikely to return from]:

Squad of 5 models, same damage stats as unupgraded stormtroopers, except Elysians do not level or regenerate energy.
180 HP/model, 0.5HP regen, 100 Energy, 0 Energy regen, 50 melee skill, same +red as stormtroopers
Droptroopers will have two abilities, both of which cost 50 energy. The first is a "light" melta bomb that snares for 7.5 seconds and does only 1/2 the damage of a normal melta bomb. The second is a frag grenade similar in damage to the stormtrooper grenade. Unlike the stormtroopers, however, both of these abilities will have range 20(stormtrooper frag grenade is range 30). Both abilities will have no cooldown, balanced by the fact that Elysians do not regenerate energy. Both abilities will be ground targeted "skillshots" as well - the player has to predict where the target will be and throw the Droptrooper melta bomb in its path, for example.
--------------------------------------------
Why should you get Elysians?
Essentially, Droptroopers can be called down to chase down a fleeing vehicle or attempt to wipe an enemy squad. Doing so will require a bit of careful planning and some serious micro. For example, if I see my opponent's scout squad getting low and I wish to wipe this squad, I could bring in Elysians and use their speed to intercept the squad and place a grenade in their path. A troublesome Kdread that keeps getting ported out by the Sorc could be found by my spotters, and Elysians sent in to snare the Kdread with their skillshot melta bomb.
If my enemy gets triple shurikens and pens me in, I could use the spotter to shut down some of the shurikens, then drop Elysians behind enemy lines to perform further disruption.
All of this sounds rather OP...
Well, remember Elysians require the purchase of the Recon Officer for 100/25. To call down a squad, you need to spend 300 more requisition in addition to 100 red. Elysians don't get back up into the air afterwards, bleed rather hard, cannot be upgraded, don't level, and don't regenerate energy on their own. On top of all this, you need to have bought Spotters to begin with, which either means a delayed T2, or no Catachans.
What my unit does allow for, however, is a skilled player with exceptional micro to wipe squads and destroy vehicles that the typically ponderous forces of the Imperial Guard would have little chance of touching.
----------------------------------------------------
I know this was a huge post, a big thanks to everyone who read it! A further note of advance thanks to the artists of the images I borrowed for my sample placeholder icons.


