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Warhammer Warhammer 40,000: Gladius - Relics of War - turn-based 4X from Slitherine

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DakaSha V

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Mangoose

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Divinity: Original Sin Project: Eternity
That makes them pretty hard to compare but I would say that Gladius fares betters against its competitors (1UPT civ, so Civ5 and Civ6, Beyond Earth, Warlock) than Sanctus Reach does.
Wat. The closest thing to Sanctus Reach is Blood Bowl. Unless you're talking about the nuXCOM-inspired tactical games where you control only four independent pieces. Sanctus Reach isn't that "type" of tactical. It's on the tactical level of war, you're a commander of a company of soldiers, of around 2-3 platoons, which means a lot of independent units despite the fact that one unit represents one squad.

It's a game in a very niche genre - being faithful to the tabletop game to the point where it includes as many of its flaws as possible without breaking the player. (Cyanide, though, tends to keep it 100% faithful and thus break your mind every time you play Blood Bowl)

Oh right, there is one competitor, so bad I forgot: Warmachine Tactics :lol:
 

Galdred

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That makes them pretty hard to compare but I would say that Gladius fares betters against its competitors (1UPT civ, so Civ5 and Civ6, Beyond Earth, Warlock) than Sanctus Reach does.
Wat. The closest thing to Sanctus Reach is Blood Bowl. Unless you're talking about the nuXCOM-inspired tactical games where you control only four independent pieces. Sanctus Reach isn't that "type" of tactical. It's on the tactical level of war, you're a commander of a company of soldiers, of around 2-3 platoons, which means a lot of independent units despite the fact that one unit represents one squad.

It's a game in a very niche genre - being faithful to the tabletop game to the point where it includes as many of its flaws as possible without breaking the player. (Cyanide, though, tends to keep it 100% faithful and thus break your mind every time you play Blood Bowl)

Oh right, there is one competitor, so bad I forgot: Warmachine Tactics :lol:
Actually, there is the older Final Liberation, and all the non 40k company level games, lke Steel Panthers or Battle Academy 2.
That said, there are a lot of things that SR does better than Flib, but it is a shame the overarching campaign system was not better done.
 

Mangoose

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That makes them pretty hard to compare but I would say that Gladius fares betters against its competitors (1UPT civ, so Civ5 and Civ6, Beyond Earth, Warlock) than Sanctus Reach does.
Wat. The closest thing to Sanctus Reach is Blood Bowl. Unless you're talking about the nuXCOM-inspired tactical games where you control only four independent pieces. Sanctus Reach isn't that "type" of tactical. It's on the tactical level of war, you're a commander of a company of soldiers, of around 2-3 platoons, which means a lot of independent units despite the fact that one unit represents one squad.

It's a game in a very niche genre - being faithful to the tabletop game to the point where it includes as many of its flaws as possible without breaking the player. (Cyanide, though, tends to keep it 100% faithful and thus break your mind every time you play Blood Bowl)

Oh right, there is one competitor, so bad I forgot: Warmachine Tactics :lol:
Actually, there is the older Final Liberation, and all the non 40k company level games, lke Steel Panthers or Battle Academy 2.
That said, there are a lot of things that SR does better than Flib, but it is a shame the overarching campaign system was not better done.
Current competitors :lol: but you forgot Chaos Gate.

Also, none of the ones you mention remind me of the frustration of the the tabletop game :lol:
 

Vagiel

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Being faithful to the tabletop is not really something positive since it kind of sucks as a rule set.
 

Galdred

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A mini DLC will be out in 3 days:
It only adds one unit per side, but these are units that will really help giving each more options (I am biased, because I advocated adding 3 of these units during beta).

Land Raider will give (expensive) transportation option to Space Marine Infantry, while Tempestus Scions might make it worthwile to build the AM barrack (only the heavy weapons are worth it ATM).
The Flash Gitz should give Orks a ranged option to deal with heavy infantry.
No idea about the way the necron one is supposed to play.
No idea about the price, though. I hope it will be in line with the small unit count.

Since Warhammer 40,000: Gladius has been released players have been enthralled with it: for the first time ever it was possible to play a 4X strategy game set in the Warhammer 40,000 universe, and we are glad to see that it was so well received.

Proxy Studio, developers of Gladius, haven't been idle since then.

We are ready to announce its first DLC, which will be released on Friday October 19th!


With the Reinforcement Pack new units join the fight on Gladius Prime!

With one new unit per faction, plus one for the Neutral faction, the expansion will widen the strategical options for all commanders.


ss_3f762743066bf4c23bf6ac63140c2f491072c3e0.jpg



You can now lead the Tempestus Scions elite troops for rapid-insertion strike tactics, for the greater glory of the Imperium of Man. Or perhaps you want more dakka (can't ever have enough dakka) and would rather field your new Flash Gitz, ready to unleash cataclysmic fire on their enemies?

What is this noise I hear? That's the new Land Raider, a mighty and unstoppable war machine, ready to deploy its Astartes passengers wherever they're most needed. And what of the elite warriors of the Necrons, the Immortals? Heavily armed and armoured, they will stop at nothing in the completion of their masters' goals.

On top of that, there is a new threat lurking in the shadows, biding their time and ready for an insurrection... the Neophyte Hybrids!


ss_1e700d9fdc9b212a99183a6c7e970e7a4b4f6d05.jpg



This is just the first of a series of planned expansions for Gladius. In the past month the team has been working hard to implement a brand new playable race, one which will be played in a drastically different way. Stay tuned, for there will be more news soon!

Between the neophyte hybrids, and the race that would play in a drastically different way, it looks like they are announcing that Tyrannid will be next.
 

ricolikesrice

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not a fan of Mini-DLCs - would have been better if they saved up these 5 new units as additional content for the big DLC, not sold seperatly. i.e. like DOW did expansions: 1 (or 2 :p ) new races acompanied by a few new units for the old factions.

....even if the DLC is dirt cheap and even if not many ppl play this in MP anyhow its an unnessarcy clusterfuck to add new units in a game of this genre as paid mini-DLC....

as for the actual content: pretty much exactly the units i was hoping for for each faction : landraiders, scions, immortals and flash gitz :love:

first new race i m betting on either nids or chaos.

hopefully they keep supporting the game for a while : my main fear is a mordheim repeat, i.e. devs that release overpriced low-on-content DLCs with a bunch of new models ..... instead of doing 1-2 proper expansions that could have turned mordheim from mediocre fan-service into a great turn-based tactics game.
 

Galdred

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not a fan of Mini-DLCs - would have been better if they saved up these 5 new units as additional content for the big DLC, not sold seperatly. i.e. like DOW did expansions: 1 (or 2 :p ) new races acompanied by a few new units for the old factions.

....even if the DLC is dirt cheap and even if not many ppl play this in MP anyhow its an unnessarcy clusterfuck to add new units in a game of this genre as paid mini-DLC....

as for the actual content: pretty much exactly the units i was hoping for for each faction : landraiders, scions, immortals and flash gitz :love:

first new race i m betting on either nids or chaos.

hopefully they keep supporting the game for a while : my main fear is a mordheim repeat, i.e. devs that release overpriced low-on-content DLCs with a bunch of new models ..... instead of doing 1-2 proper expansions that could have turned mordheim from mediocre fan-service into a great turn-based tactics game.
At least, for MP, only the host needs to have the expansion, which is pretty cool.
The cost is 5$, which seems a bit high for the content (but the lack of units was one of the main problem in the base game, so it is OKish I suppose, but hardly great value for money).
I tried the new units a little:
The Land Raider is not that useful, given that it happens at the latest tier of the tech tree.
The tempestus Scion allows you to use Guard infantry without being babysitted by a commissar, but they die pretty quickly, for T4 infantry.
I played against the flash gitz: they are good against AM infantry, but mediocre against Space Marines, where they perform worse than Tankbustas.
I didn't notice the immortals doing anything particulary relevant. I will launch a game with necrons to try them, but necrons being trivial to play, I doubt Immortals will change much to their overal playstile (which is spam infantry and steamroll everything, until you can spam monolith + infantry for more steamroll...).
 

Galdred

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The latest update has a lot of AI tweaks:
Hi everybody!

Version 1.1.02 has been officially released!

Patch Notes

AI
• AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are.
• Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too undecisive with their many melee units.
• AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does.
• AI now puts more emphasis on not getting their population growth reduced. • Area of Effect is now properly taken into consideration for AI unit selection.
• Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances.
• AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways).
• AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable.
• Evaluation of how good a city location is now depends on distance from own army.
• Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available.
• AI is now capable of planting orkoid fungus.
• AI now can handle severe resource shortages via disbanding excess units.
• AI should no longer overrule the order to found a city with another order.
• Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters.
• Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city.


General
• Adjusted difficulty names for the improved AI.
• Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description. • Tweaked Land Raider model and animations.
• Tweaked color intensity of some Space Marine vehicles.

Bug Fixes
• Fixed unit health bars not refreshing when a unit has a wait order.
• Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground.
• Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2.
• Fixed quest screen not closing by keyboard shortcuts like other screens.
• Fixed crash when closing the settings screen after opening it with Ctrl+E.
• Fixed outposts not being captured when the player control of a unit changes.
• Fixed Stormraven Gunship research not requiring Launch Pads to be researched.
• Fixed Dimensional Sanction research description not mentioning action cost reduction.
• Fixed several English typos.
It is mostly Ai adding improvements to it, but it makes their AI developer count equal to the civilization series (ie one single dev)!
 

LESS T_T

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Codex 2014
Tyranids DLC is coming January:





On Gladius Prime, where there were once cities and agriculture... now there is only war. Orks, Necrons, Space Marines and the Astra Militarum vie for control of a dying world. But something worse lurks in the shadows. Feral Tyranids now roam the planet's surface, escapees from an Imperial research facility. All life on Gladius will shudder in fear.

For the Great Devourer comes.


Warhammer 40,000: Gladius - Tyranids introduces a new playable race, which joins the fight for Gladius Prime!
Thanks to their numerous new gameplay mechanics and features, they are a radically different faction, unlike any other in the game.
The distinctive traits of the Tyranids are represented in the way they play. They are a ravenous, hungry swarm. They will consume Gladius Prime!


Gladius_Tyranids_site-banner_hunger_steam616.jpg


The Tyranid race travels the stars, systematically consuming anything that enables its rapid evolution and reproduction... so it may consume even more. On Gladius, the Tyranid faction specialises in reclaiming biomass from enemies, its own units and even by stripping tiles back down to the bedrock.


Gladius_Tyranids_site-banner_swarm_steam616.jpg


To the Tyranids, to stay still is to die. They consume and they move on. Even their "cities" are disposable collections of megafauna, reabsorbed into the swarm when they have served their purpose and local resources are exhausted.


Gladius_Tyranids_site-banner_mind_steam616.jpg


The Hive Mind is the gestalt consciousness of the Tyranid race, controlling its creations through a pervasive psychic shadow generated by alpha creatures like Hive Tyrants and Warriors. But should its troops fall outside of this control, they become wild beasts, running feral, attacking Tyranid and enemy alike.


Gladius_Tyranids_site-banner_horrors_616.jpg


Tyranid units are monstrosities, adapted by the controlling Norn Queens by devouring the DNA of their enemies. Many of their units - from the mighty Tervigons and Trygons to the man-sized Hormagaunts and Termagants - can adapt to their current foes by gaining toxin sacs, acid blood, adrenal glands or other inhuman creations.
 

ricolikesrice

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yay, looking forward to it. hopefully the game gets at least 2 more factions (preferably more!) and an active modding scene somewhere down the line.

i really dont get why people constantly talk about there "not being enough good warhammer games" but when there actually TWO (this and sanctus reach) decent ones their fanbases are pretty small. both are far better turn-based strategy/tactics games than shit like Battletech.
 

Galdred

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yay, looking forward to it. hopefully the game gets at least 2 more factions (preferably more!) and an active modding scene somewhere down the line.

i really dont get why people constantly talk about there "not being enough good warhammer games" but when there actually TWO (this and sanctus reach) decent ones their fanbases are pretty small. both are far better turn-based strategy/tactics games than shit like Battletech.
The balance in this one is a complete mess though. Only necrons and orks seem to be competitive in MP.
Astra Militarium does not stand a chance at all currently (weak infantry that can only do stuff when weak heroes come along... Given how difficult it is to get both out, on top of Komissar being easy to kill, AM doesn't have enough punch to hold until the big bruisers come out).
 

Galdred

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Tyranids - Gameplay Mechanics
The Tyranids are an extremely original and unique race.
Their playstyle is rather different compared to the other factions: they field large numbers of cannon-fodder infantry which is best employed to cover for very powerful heavy infantry. They have access to highly specialised units (more on them in a units diary later this week) as well as flying monstrous creatures!

They are an aggressive, expansionist race. If you play against a Tyranid AI and you find yourself bordering a ‘nids infestation, best to prepare your defenses. If you are playing as Tyranids, don’t refrain from going on the offensive and don’t worry about losing a few units. It’s not a faction for the faint of heart.

Let’s have a look at the specifics of their gameplay mechanics.


Biomass
Food and ore are replaced by a single biomass resource. This is the Tyranids’ most important resource, as it’s used to build new buildings, produce and maintain units as well as sustain your population. There are several ways to increase your biomass (more on that below).


No Energy
Tyranids don’t make use of Energy, either. Instead, their buildings are sustained with Influence, which becomes even more important to Tyranids players.


The Ravening Swarm
Tyranid cities are more restricted in size, but less penalized by quantity. Cities cost less, and you’re encouraged to follow a decentralized playstyle. Tyranids spread all across the world when played effectively!


Reclamation
Production buildings can reclaim units to regain biomass and production. This is part of what makes your Biomass pool dynamic. If you don’t have a use anymore for a certain unit, get rid of it and dissolve it into the Biomass pool!


Feed Upon The Planet
Cities (when acquiring new tiles) and Malanthropes consume tile biomass and strip the ground down to bedrock. It is a one-time action which strips the terrain tile of all resources in order to add to your biomass pool. This mechanic is a strong encouragement for Tyranids players to keep expanding for new terrain to consume. Even if you are forced back, you will leave a wasteland behind you.

006a70f65dc2fd1ce8fb10f374bb513a26463ea9.jpg



Prey Adaptation
By defeating and consuming enemies, Tyranids evolve better ways of beating them next time. Enemies defeated in the area of a Malanthrope generate research points. This bonus can be further enhanced with specific technologies. If you playing as the Tyranids you want to keep a Malanthrope where fighting is thick, to better learn from your enemies’ tactics and communication patterns. Needless to say, if you are playing against the Tyranids it will be wise to eliminate a Malanthrope if you spot one.


Instinctive Behaviour
Units outside the range of a synapse creature revert to their instinctive behaviour until contact is re-established whereas whilst in range of a synapse link Tyranid units are immune to morale effects. The Hive mind’s attention can be focused to temporarily override a unit's instinctive behaviour. Each unit type reacts differently when reverting to instinctive behaviour. This is possibly the most unique gameplay mechanic: the malus for reverting to instinctive behaviour can be very harsh. You need to keep your swarm effective by spreading synapse units evenly and intelligently.

3902f85cbc6c33e6398a21ed2730c2df3962a569.jpg



Poisoned Weapons
Many Tyranid monstrosities possess the ability of executing poisonous attacks. This means that certain weapons do addictional damage to enemy infantry units. Bear that in mind – when fielding a line of Guardsmen there is a high chance they will be slaughtered!


Acid Blood
The alien blood spilt from certain Tyranids is so corrosive that it can eat through ceramite armour and dissolve flesh in mere moments. When certain Tyranid units are attacked in melee they automatically damage their attackers. You can use this to your advantage by dragging your enemies in melee combat, and watch acid do the rest…


Broodhives
Where the Tyranids arrive, the plants that constitute the Broodhive travel with them. Rapidly proliferating from seeds left by the Tyranid swarm as they pass, these plants burrow their giant hollow roots through soil, metal or stone, enabling Tyranids to pass undetected between areas. In gameplay terms, Trygons can build Broodhives across the map, and then Tyranid units can perform subterranean movements between Broodhives. This makes Tyranids potentially extremely mobile, but only if you prepare a network of Broodhives. If you are playing against the Tyranids and they manage to deploy a Broodhive next to your capital, be very afraid.

cc8a555a0abbb89838745bad108fbcfee1e622d2.jpg



These mechanics are only part of what makes the Tyranids unique and fun to play as. Everything (units, technologies, buildings, quests…) about them is completely new and different compared to what you are used to. We will describe the Tyranid units in a Dev diary later this week. Until then, we’d like to hear what you think in our forum!
It looks like they won't just be orks with a paintjob.
If there is something they did well in Gladius, it is to make each faction play differently from the other.
 

ricolikesrice

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played a couple of games with the nids and like em very much - there s of course a few balance issues ( some units seem a lot more usefull than others ) but otherwise they did a great job with the new faction. the units look cool, there s plenty of variety and the combat is still as fun as its been a few months ago.

as far as the units go from my experiences so far:

not-so-usefull for their tier & price AKA may need a buff or i need to learn to play:

-Hormagaunts
-Tyranid Warriors
-Carnifex
-Haruspex
-Raveners

interesting & usefull AKA feel just about right :

-Termagants
-Gargoyles
-Malantroph
-Zoantrophes
-Hive Tyrant
-Tyranid Prime
-Exocrine
-Tyrannofex
-Hive Crone
-Trygon

way too awesome AKA perhaps overpowered:

-Lictors
-Tervigon


there were also a few good non-nids-related changes via patches that i really like:

-you can now set up which terrain you prefer at the start of a game, i.e. if you want you can play on all/mostly-desert or all/mostly-ice maps instead of having the usual mixed terrain.
-way-too-strong artifacts (passive health regen, faster movement speed and higher lline-of-sight) were thankfully removed
-various other reasonable balance changes


i hope there s not just one but two more factions comming this year: Chaos and Eldar would be my favourites but the community seems to love Tau most ( i can live with em too ), most importantly i hope they keep supporting the game. Player numbers dont seem so great - no clue whats wrong with 40k fans not playing more gems like Gladius & Sanctus Reach .... but buying crap like Inquisitor or the pretty but mind-numbing-untactical Mechanicus.
 

Hobo Elf

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Well the Chaos Space Marines were released today. I did one quick game with them and I like them quite a lot, but their race specific mechanics don't really work too well in short games, so this is a race that you'll want to play in a longer skirmish for sure.
 

fantadomat

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Sooo is the game any good? IS there a campaign or something similar. Have no interest in playing skirmish random generated maps vs some AI.
 

ricolikesrice

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the game is pretty damn great if you like turn based strategy/tactics ... but if you re looking for campain/story you better look elsewhere because its all about skirmish and what little story there is is told over text blurbs in each factions quest missions.

Loving the chaos DLC , especially the daemon machine heavy roster:

Chaos cultists
Chaos Spawns
Chaos marines
Chaos Havocs
Chaos Rhinos
Khorne Berserkers
Helbrute
Maulerfiend
Heldrake
Defiler
Venomcrawler
Warptalons
Obliterators
Chaos Lord
Warpsmith
Master of possession
Daemon prince
 

Zboj Lamignat

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Sooo is the game any good? IS there a campaign or something similar. Have no interest in playing skirmish random generated maps vs some AI.
Found it super boring when I tried some SM and Necron games some time ago. It's a very shallow 4X with CivV-like combat cranked up to 11. Very similar to Warlock games, which were also very popular for reasons that completely eluded me. So if you played Warlock 1/2 I think you can easily gauge the potential of Gladius for you.

And yes, it's a rmg skirmish type of game, obviously.
 

Hobo Elf

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If you're looking for a literal Civ clone with a WH40k theme, then you're going to be disappointed. The game has no diplomacy, religion, trade, espionage etc. It's more of a wargame that looks like Civ at a glance, and it does make sense given the source material. However, what the game lacks it makes up with its impressive AI and large and diverse cast of units. I've never seen an AI in a game like this be able to utilize all the unique faction-based mechanics and units in such a competent manner. I haven't clocked in hundreds of hours into the game yet so I'm far from being a master, but games on normal difficulty are still 50/50 win rate for me, because sometimes the AI just obliterates me via clever use of chokepoints, environmental advantage / disadvantages and utilizing the correct units in the correct manner from their optimal ranges. It's very deep for combat, so if you're fine with that then give the game a look.
 

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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Sooo is the game any good? IS there a campaign or something similar. Have no interest in playing skirmish random generated maps vs some AI.

For Campaign try the Sanctus Reach or Armageddon Comrade this is another of those games I would never pay any* attention if they were not in WH40K.

*Not paying attention anyway since its tech demo without campaign or at least interesting scenarios.
 

orcinator

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If you're looking for a literal Civ clone with a WH40k theme, then you're going to be disappointed. The game has no diplomacy, religion, trade, espionage etc. It's more of a wargame that looks like Civ at a glance, and it does make sense given the source material. However, what the game lacks it makes up with its impressive AI and large and diverse cast of units. I've never seen an AI in a game like this be able to utilize all the unique faction-based mechanics and units in such a competent manner. I haven't clocked in hundreds of hours into the game yet so I'm far from being a master, but games on normal difficulty are still 50/50 win rate for me, because sometimes the AI just obliterates me via clever use of chokepoints, environmental advantage / disadvantages and utilizing the correct units in the correct manner from their optimal ranges. It's very deep for combat, so if you're fine with that then give the game a look.

Not sure if it's been improved since release but when I played it the Ai suffered from the usual 4x issues, namely the inability for large scale manuavers. In the one game I played I managed to destroy an imperial guard death carpet with a small group of orks, they had a bunch of levels and so could practically one shot everything but if the AI would have sent in all its units at once it would have beaten them.
 

Hobo Elf

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If you're looking for a literal Civ clone with a WH40k theme, then you're going to be disappointed. The game has no diplomacy, religion, trade, espionage etc. It's more of a wargame that looks like Civ at a glance, and it does make sense given the source material. However, what the game lacks it makes up with its impressive AI and large and diverse cast of units. I've never seen an AI in a game like this be able to utilize all the unique faction-based mechanics and units in such a competent manner. I haven't clocked in hundreds of hours into the game yet so I'm far from being a master, but games on normal difficulty are still 50/50 win rate for me, because sometimes the AI just obliterates me via clever use of chokepoints, environmental advantage / disadvantages and utilizing the correct units in the correct manner from their optimal ranges. It's very deep for combat, so if you're fine with that then give the game a look.

Not sure if it's been improved since release but when I played it the Ai suffered from the usual 4x issues, namely the inability for large scale manuavers. In the one game I played I managed to destroy an imperial guard death carpet with a small group of orks, they had a bunch of levels and so could practically one shot everything but if the AI would have sent in all its units at once it would have beaten them.
Wish I had the screenshot of the last game I lost to AM. Half the screen was just their Basilisks, Leman Russ Tanks and Baneblades coming toward my base. Couldn't do anything because if I tried to come close with a unit they'd just get Overwatched to death.
 

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