Warhammer 40k Battlesector Preview Impressions

I’ve recently had the pleasure of taking the preview of Warhammer 40k Battlesector out for a spin and thought I’d spend a little time going through what I liked and didn’t like, to hopefully give you prospective Primaris Space Marines out there something crunchy to think about (just don’t tell your Chapter Librarian, this might count as heretical thinking.)

The Story So Far: Warhammer Ham Cooked Right

I had access to a tutorial designed to show me the ropes and two missions from the 20 mission single player campaign. Each mission took part during a different part of the story, so I can’t comment on the narrative much at this point. Suffice it to say that the snippets I did get to experience are exactly as ’40k’ as I expected them to be. Be ready for large men talking loudly at each other in angry voices about their emperor, their duty, killing things, and all the usual goodness that goes with it. Tack on some Blood Angel specific lore, like dealing with a perpetual closeness to heresy, the thirst for blood they’re always lamenting, and the dire straits of this particular Tyranid infestation and you’ve got yourself some top of the line grimdark content. Just don’t be expecting any serious science fiction. Warhammer has always been over the top and the games are best when they embrace the silliness of the universe with a straight face. Battlesector, so far, does this, and I’m happy with it. I don’t expect I’ll be remembering this story for years after I’m done, but I might be concerned if I did, truth be told.

Warhammer 40k Battlesector: How Does It Play?

This is a tactical game where players take control of a suspiciously tabletop accurate ‘army’ and try to accomplish objectives in a turn based, action point driven combat system. It’s nice to see armies broken up into their roles like the tabletop game, with Landspeeders classed as Fast Attack and so forth. Each unit has an ability bar with movement, attack, and special options that are all hot keyed. It’s immediately intuitive. Each unit has a set number of movement points and action points and can spend them in any order to position themselves, activate free actions, or attack with action points.

I love that the user interface offers statistics and damage information on top of clearly indicating what it will cost to get a unit to do what you want it to. You can move extra spaces, for instance, but doing so uses up action points and the map highlights these extra spaces in red. After a few turns it became very easy to maneuver units without having to check for any hidden numbers, something I find important in a fast paced wargame like this. There are tactical considerations, like overwatch, extra damage from rear attacks, and a lovely fog of war system that brings in sound as a hint for where enemies might be coming from.

So the core is fun, fast paced, and easy to get your head around, but I have some minor worries about what was not shown during this preview. Since the main enemy this time around are the Tyranids, a swarming race of alien bug types, your Primaris Space Marines are always going to be outnumbered, and the AI’s primary method of engagement will be to rush your positions. Thematically it works fine, but I’m hoping to see how intelligently the AI handles the sometimes complex tactical situations it faces. Enemy AI is definitely capable enough to prioritize damaging weak units, but I did catch it occasionally targeting something farther away from an important objective because it was wounded, rather than meaningfully try to stop me from accomplishing my goals.

It remains something to keep an eye on. If there are non-Tyranid enemies in the final game I’d expect them to act more intelligently, but I won’t be able to tell until we get there.

Objective and Unit variety were also pretty good for a preview. The Tyranids have some standard troopers yes, but battlefield controlling Venomthropes create poison clouds that obscure shooting and inflict damage in an area and flying Gargoyles shake things up. For the Space Marines, jump pack equipped assault troops complement the heavy and slow aggressors, and Land Speeders act as squishy recon. I was happy with what I saw and am really looking forward to customizing an army during the campaign.

Final Thoughts

I was pleasantly surprised by what I saw in this preview, and I’m expecting great things from Black Lab Games if they continue down this path. The only thing that caused me any concern was the tactical responses of the enemy AI, and I’m worried how much the ‘Tyranids are swarm aliens’ will be used to cover up unresponsive AI. Holding off hordes of aliens is fun, don’t get me wrong, but I want to see that there will be variety in the encounter types available in the full game. For fans through, this is shaping up to be a no brainer. Fun 40k narrative, fast paced tactical gameplay with clear UI, beautiful models on grimdark battlefields.

I had a lot of fun, and I’m not just saying that because the inquisitor behind me is reading what I type…(help!)

-Joe Fonseca

Let’s Talk About Wargames received a preview key from Slitherine Games for the purposes of this Impressions Piece

Also: Apologies to those looking forward to youtube coverage. I disastrously lost my footage twice over, including the rest of the footage used in the battle already started on our channel. A new system might be in order and has been requested from the machine cults on Mars.

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