Right, yes, I should have scouted better. And then I end my turn and an alien bovine the length of a train carriage, a Tyranid Exocrine, ambles out of the fog and bursts an entire squad with a single blast from their bioplasma cannon. So I have my tank charging up to burn through a swarm, my Inceptors jetpacking in behind snipers, my chunky Aggressors following up for more swarm control, my Battle Sisters behind equipped with Blessed Ammunition to tear through chunkier melee units or deal with a surprise flying flank, and a squad of Hellbasters with plasma cannons to punch through armour. Plus your army also always includes a handful of named hero units, who cost 0 points and have powerful abilities. It might not be sensible to send out a 100% jetpack army, but you could do it. As long as you keep within the caps, you're free to try whichever outlandish arny you want. For example, 50 points gets you a squad of five Battle Sisters (vulnerable but versatile) while 205 points will get you one single Baal Predator tank (y'know, a tank). Each unit costs points to field, with stronger units generally costing more, and each mission has a cap on both points and units. Models have their own health bars and make their own attacks, so a unit can lose models and become weaker but still fight on. You go into each battle with your army pre-chosen from available 'units', a term which might mean one single vehicle or might be multiple infantry 'models' who stand on the same square and follow the same orders. So now I just need to learn how to play turn-based tactics.īuilding an army is fun, and similar to what I know of the tabletop wargame. Thanks to games including Dawn Of War and Spice Maureen (not to mention the hypnotic training undergone while being implanted with new organs upon joining RPS), I'm coming in broadly understanding the strengths and weakness of different units and how I should use them. It is genuinely helpful for me to try more-tactical tactics in the familiar setting of Warhammer 40K. So off we go, into turn-based battles on a square grid which kinda functions like a hex grid. We're here on cleanup duty, squishing any leftover bugs and making sure they don't return. Ravenous Tyranid hordes almost ate the homeworld of the Blood Ravens, a chapter of the Space Marines, until some Chaos lads opened a hole in the universe plus the Ultramarines' long-comatose dad returned with reinforcements in the shape of chunky new Primaris marines. It's set in the aftermath of a big dramatic moment in Warhammer history, the 'Devestation of Baal'. It's made by Black Lab Games, the studio behind Battlestar Galactica: Deadlock ( the Battlestar game Alec dreamed of having in 2005). Warhammer 40,000: Battlesector first launched in July 2021. If you're in a similar position and also on Game Pass, maybe have a look before it leaves Microsoft's subscription service at the end of the month. Familiarity with the rock-paper-chainsword setup of Warhammer 40K arsenals is easing me into the unfamiliar world of retreating attacks and armour calculations. While XCOM is about as serious as I get with turn-based tactics, I have been curious to try more, so I decided to give Warhammer 40,000: Battlesector a go after seeing it's leaving Game Pass soon.
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