![]() A loose rock-paper-scissors mechanic underpins the action, with certain attacks doing more damage to specific types of shielding. Some marines have jetpacks, and you can deploy Baal Predator tanks and Dreadnoughts for devastating damage. There are numerous unit types in Warhammer 40,000: Battlesector, from marines equipped with bolters, flamers, or chainswords to the alien Tyranid and their bone scythes, or the Necrons dripping green plasma across the battlefireld. In terms of sound effects they’re not wildly different from the Marines, and they favour the familiar mix of ranged and melee troops that keeps all the factions somewhat balanced. They gain Momentum Points from being on the move and harrying the enemy. Newly introduced as DLC are the Necrons, a race of immortal machines who have awoken after 60 million years of sleep with something of a nark on. The Tyranid, on the other hand, earn theirs by being close to a Synaptic leader that buffs them psychically. Marines earn MP by feeding their bloodlust, so they’ll earn more by being closer to the enemy. Momentum Points build each turn, until you have enough (100) to either launch a special attack or bolster an existing one. Gameplay is all turn-based on the ground, allowing you to position, dig in, or flank the enemy. I found myself zoning out between deployments, despite the knowingly ironic grimdark poetry spouted by various sixty-a-day-voiced hard-nuts. You can’t customise them, level them up or even promote individual squads. ![]() Your marines are all faceless, nameless, factory built drones. There’s a lot talk about the Blood Angels’ Red Thirst and Chaos Gates, but it’s difficult to feel invested in a story. There’s a valiant attempt at a plot to tie it all together, dealing with the introduction of a new caste of Space Marines who are ostensibly stronger than the usual Intercessors but who are also comparatively green. You control squads of Primaris marines to battle against an encroaching Tyranid threat, and in the multiplayer can opt to control the stabby nasties themselves. War-blasted ruins and desolate red deserts are the order of the day. ![]() The primary campaign of Warhammer 40,000: Battlesector takes place across a series of oddly familiar hellscapes. It also brings in the Adeptus Sororitas later in the campaign, who are among my favourite more recent additions to the universe. Usual posterboys, the Ultramarine, are nowhere to be seen, instead focusing on the bloodthirsty black sheep of the Emperor’s children. One thing that attracted me to Battlesector is its focus on the Blood Angels Chapter. It’s a game of skirmish warfare across varied terrain, with a suite of tactics and rules that simplify the overall Warhammer experience while still offering enough head-scratching to make you feel you’re in control. A turn-based tactical squad shooter, it’s a little closer to the spirit of the brand than Inquisitor: Martyr or Necromunda: Hired Gun. Though don’t give them ideas it could happen.īattlesector is a return to the franchise roots, sort of. I say “wildly different” but I mean, they’re all hyper-violent gun games ultimately. Having played a spate of wildly different Warhammer 40K games recently, it’s almost comforting to play something like Warhammer 40,000: Battlesector.
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