The embargo is lifted and I am free to report on my time spent with the latest press build of Warhammer 40k Battlesector! While the core mechanics remain mostly as they were in the previous preview, we now have access to the overarching campaign, or at least a few missions of it, allowing me to ramble on about how I think the game will hold up on release. Oh, and there’s also a sexy photo mode which has been used to embellish this article. No, no, I’m not a trained photographer, thank you, thank you.
Story Time on Baal Secundus
Having access to the first six missions in chronological order finally allows me to dig into the burgeoning narrative of Battlesector. Don’t worry, there won’t be any spoilers here. The story revolves around the integration of the new breed of Primaris Space Marines into the ranks of the Blood Angels. The Blood Angels and their homeworld of Baal have just been devastated by the terrifying Leviathan Tyranid Swarm, during a battle that was so fierce it opened portals to Chaos and unleashed demons across the planet. Only a last second intervention by everyone’s favourite goodytwoshoes Roboute Guilliman and Primaris Marines saved the day.
Now some of these new marines have been assigned to 8th company and the cleanup of Baal Secundus. That’s where you come in. It’s up to you to test their skills as they’re led by grumpy old regular marines. The narrative fits into that comfortable warhammer 40k game narrative niche that doesn’t really do anything crazy, but also doesn’t have to as long as it gives us gruff space marines talking about the grimness of war and how unpleasant the xenos are. We certainly get that in the narrative. There is some room for interesting things to develop with the threads that have been left to us in the preview, so I hope things play out in an interesting fashion, but I’m not super keeping my hopes up for anything groundbreaking.
The Campaign Layer
This is the most tabletop part of Battlesector. Between missions you are free to add or subtract units from your army from a stable of Space Marine favourites like Aggressors, Intercessors, and Land Speeders. Each of these cost points and each mission has a point limit, so you won’t be able to take everyone with you each time. Each squad has the option to change out their weapons, but I didn’t really get to experience that in the preview.
Completing objectives and bonus objectives grant you tokens that can be spent on tech trees for each of the Commander characters in your army. These tech options range from passive abilities like increased heath, to active abilities like the option of calling in air support. I personally like the added depth of the campaign layer and actively tried to preserve my squads, especially those who had served with me for more than a couple missions. It’s a light campaign layer, but I like it.
The Game So Far
I still like how Battlesector plays. There is a lot of tactical consideration to be had on every turn. It may seem like the tyranids are a push over, but any real mistake will see your space marines splattered. I like the emphasis on ideal ranges for weapon types and the management of abilities to maximize damage.
The objectives have been pretty varied so far with the exception of the final irksome objective in each map: Kill all remaining tyranids. I wish that weren’t such a constant. They do a good enough job of getting in close so you can kill them, but in general it promotes a very methodical style of play where each encountered unit is dealt with in turn. Some variety here could go a long way in mixing up how missions feel. At least there is no turn time limit.
Aside from that quibble, I’m enjoying myself and I’m sure at this stage that I’ll enjoy the full game. I’m honestly just waiting to see where they take the mission structure and if the gameplay will develop well as more units and challenges are introduced. There is definitely a lot to pull from for inspiration, and what they have here is solid to say the least.
Oh, and there’s a sexy Photo mode. Refer to cool pictures again.