Warhammer 40k: Battlesector Review

This review took me a lot longer to write than I anticipated. I managed to write about each of the preview builds that Warhammer 40k: Battlesector experienced but when it came time to write the review of the full game, I didn’t really know how to go about it. I had already talked about how the game plays, what I thought was good and bad, and what I had hoped would change for the full release. I guess seeing that nothing had really changed between the preview and the final build threw me off. It made me want to finish literally everything to do with the game before I wrote out the review. But that didn’t happen for a long, long time.

So, apologies, but here it is:

Once More into the Battlesector

For those who missed out on our previews, Warhammer 40k: Battlesector is a tactical turn based wargame focusing on positioning and managing unit abilities to stem a ferocious tide of Tyranid invaders on a desert moon. On the surface it looks like a fairly simple game, and while it isn’t as complex as some of the other things we cover on this blog, there is still enough tactical decision-making to make it interesting. This becomes more true the deeper into the game you get. When you’re looking at the relative firepower and accuracy drop off of the bolters carried by your Primaris Marines and your Sisters of Battle to try and properly equip for a mission, it feels like a good amount of thinking.

Each mission is accompanied by a story, told through the perspectives of different heroes you get to bring along, before opening up to force composition. Equipping a force for each scenario is fairly open and, coupled with investing points into upgrades that benefit different troop types, has a lot of potential for variety.

The missions themselves tend to play our similarly each time you go through them, so Battlesector falls into one of wargaming’s (potential) traps by becoming more of a puzzle: Here is the challenge this mission presents, here are the forces you’ve built up for the mission, how will you apply those forces to this puzzle? I don’t think this is a bad thing. It gives some replayability to the game, and if you’re like me, you’ll feel drawn to completing missions a few times to try and minimize casualties.

The Really Good Bits

Since I’ve written so much about this game already, I thought I would just try to hammer down the bits that I really like, and the bits that I’m not so keen on. As always, let’s start with the good.

The narrative and presentation is suitably 40k, and that’s a lot of fun. Yes the story is hokey, but it actually pokes at some of the interesting aspects of the universe’s new changes. How would first generation Space Marines deal with this upstart second generation? What does this new crusade mean for the cherished old ways? It never really dives too deep, but it is fun. It helps that each character delivers their cutscene lines with the kind of over the top gravitas everyone expects from a 40k property.

The tactical considerations related to range elevate what could have been a turkey shoot. The enemy, being Tyranids, are aliens that tend to rush towards your soldiers in an attempt to overwhelm them. Therefore dealing with the monsters while maintaining low casualties comes down to the correct application of your force’s firepower. Each weapon has an optimal range, and it is incredibly important to make sure you’re taking advantage of that with almost every shot. Failing to do so will mean gruesome death for your marines and sisters.

Finally, the game looks and sounds great. It is nice to see such effort placed into these departments. The included photo mode is also a fun addition that allows you to highlight some of the more interesting clashes you’ll find yourself in.

The Not Really Good Bits

This is my biggest issue, and one that I complained about during the betas. Each mission ends with you mopping up every Tyranid unit on the map. Sometimes, this isn’t really an issue. Other times, there are two units left and because you sent the majority of your force one way, you need to spend turns shifting them the other way in order to finally mop up. So few missions benefit from this that I really struggle to understand why it was included.

There are only two playable factions. This game has the potential to be a fun multiplayer game and a good proxy for Warhammer 40k on the computer, but it is going to have a rocky start if there are only two factions and the rest are gated behind DLC and time. I understand why this is how it happened, but I’m thinking about the long term survivability of the game.

Conclusions

It’s fun! That’s really the take away here. Warhammer 40k Battlesector is a fun tactical wargame. It’s not overly deep, but it’s not too shallow to prevent any tactical decision-making from occurring. It’s a good romp through a well presented bit of the 40k universe with some interesting mechanics surrounding range and optimal ability use. It won’t be for everyone, but it can be for many.

Rating: 3.5 out of 5.

-Joe Fonseca

Slitherine/Matrix provided us with a copy of this game for the purposes of this review. Check out the game here. We get nothing if you click on that link.

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