Conquest of Elysium 5

Conquest of Elysium 5

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Craftworld Eldar (Ulthwe)
   
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13.087 MB
11 Feb @ 7:24pm
18 Mar @ 4:23pm
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Craftworld Eldar (Ulthwe)

In 2 collections by Vorochi
Vorochi Warhammer 40k Mods
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Vorochi Warhammer Mods (Music versions)
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Description
Search Tags: Warhammer 40k, Horus Heresy, Eldar, Xenos, Craftworld Ulthwe

The Eldar have taken an interest in the former croneworld of Elysium, sending a pair of twins- a truly rare thing among the Eldar- to reclaim lost spirit stones and artifacts for the Craftworld, while also doing away with the rampant Chaos taint. The Warriors of the Aspect Shrines shall serve as the primary forces of Ulthwe in Elysium, supported by skilled Exarchs and magically powerful Warlocks.

The Eldar are a gem class, capable of teleporting to fixed locations around the map via webway gates. Their early game is quite powerful, starting with much more capable casters than most classes, and a handful of elite soldiery- as well as the craftworld's basic Guardians. However, their pace of unlocking new units is far different from other classes- their gain is entirely in new Aspects arriving, rather than overall ritual tiers, making for a possibility of being outscaled by the younger, more populous races.

ToDo:
- Named Characters
- Vehicles and Flyers
- Remaining Aspect Shrines
- Wraith constructs and Spiritseers

Special credit to my close friend Spec, who wrote the unit descriptions for this mod, as well as taking the screenshots for the Steam page. She, as well as another friend of mine, Zombie, was invaluable for general lore advice for a faction I am otherwise unfamiliar with.

Notes:
With this mod enabled, Strange Portals and Fairy Circles will be replaced with Webway Gates. As well, two eldar players in one game is not recommended, as they will quickly come to blows over the gates- likely leading to a very early game over.

Though nobody in particular asked, I recently opened a Ko-Fi account- in case anyone wants to financially support my work, or to commission sprites and the like for their own projects:
https://ko-fi.com/vorochi

Discord server for this mod pack, intended for community discussion, multiplayer game hosting, as well as general news updates about the mods:
https://discord.gg/fE6sF89n44
Popular Discussions View All (2)
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29 May @ 7:19am
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Vorochi
0
17 Feb @ 1:11pm
Bug Reports
Vorochi
26 Comments
Vorochi  [author] 20 Feb @ 5:28pm 
Fair enough. The age setting has a fairly major impact on the map, hence why I ask.
Undying is F U N 20 Feb @ 4:51pm 
I tend to play on random settings. Unless the rng start is so bad I just have to lock an age to have a shot at winning. For example when I tried playing Markgraf but the game decided "Let us put you in the snowy north, behind a mountain range, next to multiple ancient forests :) " multiple times.
Vorochi  [author] 20 Feb @ 3:31pm 
That’s good to hear!
I’m curious what age you’ve been playing on, since you gave the other settings
Undying is F U N 20 Feb @ 2:46pm 
Hello,

I just would like to say what I played so far on default settings has been a blast. Really makes me feel like an elite force trying my best to pick my battles before I can finally hit critical mass and stomp my foes. I specially like how the starter hero units can solo creep camps.

I'll try to offer more feedback once I try them out on
- Large Map
- FFA
- 6 players 1 human v 5 ai
- Count Difficulty.
Vorochi  [author] 17 Feb @ 11:32am 
If more than one person corroborates that they’re performing poorly, I might increase their stats. For now, more trusted players have mostly reported a very powerful early game, with my more Eldar-obsessed friends being much more pleased than you apparently are. The dark reapers already have unusually high range for a ranged weapon in CoE, and the shurikens are a bit shorter range because they fire 18” on tabletop. Eldar aren’t supposed to be durable bricks of meat and they never have been. Their weapons are quite effective at their jobs, but they are comparatively easy to kill for their price.
melloth_the_woodelf 17 Feb @ 9:16am 
" The early days of 2e were famously unbalanced"

I would suggest playing it yourself and making up your own mind , the battles in second edition could be fast and brutal and could be over in a few turns . But at least they gave some real tactical options like overwatch. That is because the objective was to create a cool battle that was fun to play instead of a perfectly balanced tournament game that is usually decided during army creation instead of on the battlefield.
melloth_the_woodelf 17 Feb @ 8:47am 
late game , it gives the best return of investment of any nurgle ritual . Hell usually one of the first
one you go for after having an army that can survive it turning hostile on summon. It just feel strange to have almost all your factions being fairly powerful each in their own way yet the eldar can't seem to beat a baron having low hp , short range and fairly high cost for each unit. But the ranges on all eldar weaponry seem insane to me if i compare them to regular archers let alone cadia.

10 dark reapers against 10 guardman should be a one sided slaughter not a nearly won slugfest with high casualties , the reapers should have far better weapons , range and even armor (they cost far more too of course) . And this should be true in every edition of 40k.
Vorochi  [author] 16 Feb @ 5:51pm 
Yes, I am balancing around PvP. Nurgle’s trees are only accessible quite late game without AI cheats allowing them to summon an Unclean One faster.
melloth_the_woodelf 16 Feb @ 9:27am 
Compared to a nurgle faction that gets endless blessed units from get a single forest of nurgle with zero drawbacks ? But i think you mostly balancing around pvp while i only play against the ai on higher difficulties.
Vorochi  [author] 14 Feb @ 1:31pm 
They're not stupid overpowered here for the same reason they're not stupid overpowered in Dawn of War. The mod is meant to be fun to play, and neither an overpowered faction, nor having basically two total units to be balanced, would be fun to play.