Warhammer 40k Battlesector: The First Six Missions

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.

-Joe

Home of Wargames Live NEW GAMES!

Slitherine just finished with their Home of Wargames Live Event and there was quite a bit of new stuff to take in. From interviews to game previews, the talk was very professional and very interesting. The future of digital wargames looks bright. Here are our favourite announcements!

Warhammer 40k Battlesector

I’ve personally had a lot of fun with both previews of 40k Battlesector, but the trailer showed some stuff off that I haven’t had a chance to interact with yet. The army building and upgrading gives it a bit of a tabletop vibe, but the gameplay is still very computer wargame feeling, which isn’t a bad thing. Dealing with proper Line of Sight, optimal weapon ranges, and the relentlessly attacking AI is definitely fun, but feels more like a PC wargame than the tabletop. There is a cool photo mode to get some great screenshots to show off. It’s been a lot of fun to play the previews, and our full preview will be coming soon!

Combat Mission Cold War

Bil Hardenberger from Battlefront emphasized the sandbox nature of Cold War, with several years and therefore different styles of warfare to implement in scenarios. They’ve also included a wide variety of equipment for the different factions and terrain types. Also, cluster munitions for the first time (oh my!) I can’t wait to get my hands on it!

Distant Worlds 2

The supposed Stellaris Killer! No release date yet, but apparently it’s coming along. It was great to see the game in action for the first time. The graphics are looking great and it’s nice to see the full zoom from galaxy to home world and back. The ship design screen looks expansive. Like I could get lost building ships for hours. Same for the research and technology tree. There is just so much there. Clone troopers? Yes please. The preview dealt with some pirate problems, and it sounds like the diplomacy and military systems are pretty involved. When the devs talked through an invasion of an independent world, I thought it might really do what I want a game like this to do. I really hope Distant Worlds 2 lives up, because I’m hankering for a new deep space game. Also, giant space spiders!

Starship Troopers Live Gameplay

We finally get to know more! Mostly Single Player focused RTS game controlling the Terran Army and attempting to not get your guys ruined by tons of bugs. This is a game based on the movie license, but looks like its trying to keep the film’s tongue in cheek anti-militarism and over the top violence. Check out my first preview/rant about the different versions of Starship Troopers. There is some emphasis on pushing outwards to capture radio towers, which give you resources .It’s looking like a fun defensive focused RTS, but it’s also clear that the game is far from finished at this point.

Valor & Victory

This is my favourite tabletop squad level game, and I absolutely cannot wait to get my hands on a proper digital version. It’s a great system and it looks like there is a lot of scenarios and the possibility to make new scenarios after launch. From the talk given by Lance Craner, V&V is almost ready with just some AI tweaks and writing to handle.

WEGO World War II: Stalingrad

A Wego hex based wargame covering the battles around Stalingrad. This looks really interesting to me. Orders are given by both sides and then executed at the same time. I can’t wait to see how this works out with multiplayer. If it does what I think it should, I can see this really taking off as a new way of playing hex wargames.

Campaign Series Vietnam

Oh I’ve been waiting for this for so long. It looks like the wait has been worth it. The Campaign Series has a lot of depth to it, and it looks like they aren’t skipping on the amount of content that is going to be present in this one. The inclusion of the French-Indochina war period is especially welcome.

-Rapid Fire New Games!-

Master of Magic

Master of Magic is a reboot of a classic 4x fantasy game helmed by the developers of Thea the Awakening, Muha Games. Master of Magic has its own well developed fantasy world to draw from. Players take on the roll of a wizard battling to become the best wizard of them all. The development team has some experience doing this kind of game, so I’m glad it’s in their hands. There is city management, army composition, and most importantly, massive world altering spells. There are five schools of magic, and depending on how many books a wizard has in a school, more or less spells are available. There should be some fun spell manipulation. It’s currently in early alpha, but looks like a promising reboot of an old classic!

Scramble: Battle of Britain

Scramble is a WEGO dogfighting wargame that pits squadrons of WWII aircraft against each other in an innovative system. Players issue orders, then play out in real time, and at the very end they get to see the entire dogfight play back in its entirety. That sounds like a great feature to me, and the 3D art and design is beautiful. Players get a set amount of time per aircraft to individually deal with its flight path, its pitch, roll, and all that while planning for future combat. With a multiplayer feature allowing for split control of different squadrons, I’m looking forward to this as a great multiplayer game. There are also campaigns, and squadron management, aircraft customization, and a lot of other upcoming features like gamepad support. But the focus is on match play with other humans. Really one to keep an eye on.

Broken Arrow

Wow this looks good. From a new team headed by a veteran of Eugen of Wargame/Steel Division fame, this looks like an interesting new bit of competition in the real time modern war wargame space. They say they’re trying to find the sweet spot between action and realism, and I really hope they get there. The visuals are amazing at this point. This is a combined arms game with a lot of detail, including unit customization. There are shore landings, air insertion of men and vehicles, and even tactical nukes.

Stargate Time Keepers!

-Joe Fonseca

Slitherine Home of Wargames, Battle Sector Preview, and FOG II Medieval: Reconquista upcoming!

Here’s the official Let’s Talk About Wargames post reminding you all to check out Slitherine’s upcoming live event “Home of Wargames Live 2021+” a full afternoon event covering a bunch of new games from Slitherine. While there are a few we know about, like Warhammer 40k Battlesector, Distant Worlds 2 (YES!) Starship Troopers Terran Command, we also get first looks at four unannounced projects!

LTAW has also gotten its hands on a new preview of Battlesector, and from May 11th will be featuring written (and if I can figure out my settings) video content about what to expect from the full game!

Finally, Field of Glory Medieval: Reconquista is just around the corner and you can expect a full review, some more battle reports, and some streaming/video content of multiplayer matching going foward!

Check out the event and stick around for a lot of new content coming down the pipeline!

-Joe

Warplan: Pacific Review

Often when I talk about digital wargames I think about how can I classify them to help give readers a quick sense of what to expect. Sometimes trying to pinpoint the right word or phrase is difficult, sometimes I have no trouble at all. Warplan: Pacific falls into the latter camp. This is a digital board wargame. Think of everything you like and don’t like about pulling out your favourite larger than average board wargame and Warplan: Pacific has it. All of it.

Ok, It’s A Boardgame, But Really What Is It?

Warplan: Pacific is an operational level wargame covering the Pacific Theatre of the Second World War. This includes every major nation involved from December 1941 to September 1945. There is also a good Second Sino-Japanese War scenario that ends where the Pacific War begins. The map is large, with 80km per hex, and units generally at the division level. The object of the game is as grand as its scale. The Allies must force Japan to surrender, and Japan must hold on until the clock runs out.

With a game of this scale players are covering pretty much everything, from island hopping, to trade interdiction, to jungle fighting in Burma, and the massive slog across China. There are a number of generic units for each land, sea, and air, with the ability to customize some as the game goes on, giving units engineering or dedicated anti-tank attachments, for example.

On each turn, players will be spending their unit’s operation points to move and fight, track trade routes and logistics, and manage resources to build new units for later in the war. Battles can happen on land, in the air, or at sea and the factors that influence combat are fairly straight forward, and an odds calculator helps keep things in perspective.

Warplan: Pacific has pretty much everything I expect a game like this to have, but for some reason, it just didn’t really click with me. When playing for this review, I found myself doing a few turns and then saving and quitting. There was nothing overtly wrong or uncomfortable with the game. In fact I like most of its systems. But for some reason the spark was just never really there. I’ll try to get into it below. But be assured that I spent a long time thinking about why that might be for me personally, and it may not apply to you.

Warplan: Pacific Is Good, But Maybe Not Great?

First and probably most importantly for something reading this and considering picking Warplan: Pacific up. It is a good game, and an understandable one, but it requires work.

There is no proper tutorial in Warplan: Pacific, instead the Second Sino-Japanese War scenario doubles as an intro scenario. But the truth is, this is a game for which the manual is required reading. No reasonable amount of play will allow you to divine that attacks under 4:1 odds are risky, that DD units placed on convoy routes have a 12 hex radius for protection, or the tricky system for committing and supporting naval landings. I know I’m not a genius tactician by any stretch, but it took me three restarts at the Second Sino-Japanese War scenario, reading the manual to figure things out as I went, before I was comfortable with jumping into the main scenario. I don’t really think that is a good intro to any game.

Now that isn’t to say that Warplan: Pacific is needlessly obtuse. Once you learn what everything means and how it interacts (again, a lot of front-loaded reading) almost everything is there in game for your consideration. The information on each token is digestible. There are a variety of settings for what information is displayed on counters. The Build, Convoy, Report, and Combat Log tabs have pretty much everything you’ll need to understand what’s happening on a given turn. The map is readable, and moving units and attacking is a piece of cake. I even think that Warplan: Pacific has one of the nicer systems for visually displaying enemy movement and combats in the previous turn, supplemented by the very handy Combat Log.

The AI is competent, at least on the defensive. The game recommends playing the full campaign as the allies because the AI struggles to manage all the Allies’ units late in the war. While I have encountered the AI make some overly aggressive plays, like throwing tons of units into my entrenched and supported units along the Irrawaddy or getting their subs sunk in well protected convoys, for the most part they are a worthy adversary. They try to make encirclements and cut supply lines on land at least, and know when to push against tiring or weakening units along the line. I’m perfectly content playing against it, at any rate.

The boardgame qualities shine through with the simplicity of the overall system and what players can do on a turn. There is no counter stacking, HQ units automatically give a bonus to friendly units. Naval counters are just organized by their lead ship type (so a CV counter instead of counters for each ship that would normally accompany a carrier) and aircraft can be on either Mission mode or Support mode. Supply and Logisitics are just as important, but they function like boardgame supply, with units tracing a line that is reduced over rough terrain back to a supply zone. This means a turn is completeable in a decent amount of time. No three hour turn one here. Things are abstracted yes, but not in a way that I feel hurts the game.

So…What’s my problem? Why doesn’t it click for me? I love the setting, I have several actual boardgames that cover this period. It just… doesn’t do it for me. It’s good. It does everything I want a game like it to do. I was nonplussed that I had to read the entire manual cover to cover to feel like I could make the most of the game, but that generally ends up happening for most wargames these days still. (Still don’t think it should!)

I think Warplan: Pacific is exactly the right game for some. Perhaps I need to give it another shot after some time away, but for now I’ll be taking a break from Warplan: Pacific. I think it’s good. I really do. Maybe you’ll think it’s great?

Rating: 3 out of 5.

Warplan: Pacific is a solid operational wargame with a good boardgame-like feel. There is a lot of required reading, but afterwards the game flows well and players have a lot to work with. It’s definitely a good game.

-Joe Fonseca

Slitherine provided a review copy of Warplan: Pacific. You can find the game here: Warplan: Pacific. LTAW earns nothing if you buy Warplan: Pacific from this link.

In Memoriam: John Tiller

I don’t have much to say, other than we at LTAW are deeply saddened to hear of the passing of John Tiller, a man who’s name is synonymous with classic wargaming and one of the titans of our community.

John Tiller Software and Wargame Design Studio’s Battles of North Africa was one of the first games that I reviewed for Wargamer.com back in 2017, and it amazed me. After playing that I went back and snagged a few older games, and had just as much fun with them, prompting me to ask to review as many future releases as Wargamer could give me! The system has an endurance and an elegance which makes the massive scenarios enjoyable and digestible. Playing through these games was one part of my transition into enjoying more complex wargames.

I know there is so much more to an individual than the games they create, but the work John Tiller did will forever be foundational to digital wargaming. My condolences to his family.

From the obituary, the family would appreciate any contributions to John’s favorite charities: Atlanta Food Bank, the Salvation Army or other charity of your choice.

Panzer Corps 2: Axis operations 1941 Review

Panzer Corps 2, I wish I knew how to quit you. The base game of Panzer Corps 2 delivered one of the best turn-based strategy experiences in a WW2 setting in the last several years, up there with Unity of Command 2 in terms of quality. The campaign followed a German army along several historical and non-historical paths in the well-known romps across Europe. The several DLCs that have released since then have focused on the lesser-known areas of the war, and 1941 is no exception.

For starters, when most people hear 1941, they think of Stalingrad, Barbarossa, and that’s pretty much it. But the Germans were very active in the Balkans in early 1941, before the push up into the USSR proper, and the campaign reflects this. You start off on what I like to call “the beach episode” of the German campaign, as you must lead a small force to link up with Prince Paul of Yugoslavia as the rest of your army relaxes by a lake (seriously).

The following scenarios are more serious, but I admit that the levity of the start was a nice change of pace from the usual serious tone of these missions. To that point, Panzer Corps 2 has never been a game that focuses on the “dirtier” aspects of the war, and while Joe and I both have thoughts on that (listen to episode 3 of the podcast for more thoughts on that), but even so, a different story beat is nice to break up the monotony of “oh great, World War 2 again.”

The Balkans themselves are a nice detour that gives some nice diversity to the current pantheon of World War 2 wargames, which seem to keep treading the same stomping grounds of North Africa, Normandy, Stalingrad, Normandy, Market Garden, Normandy, and Normandy. The conflict in the Balkans is certainly largely overlooked, and it’s nice to see the perspective on it from Panzer Corps.

So, let’s talk strategy. Your army starts out pretty well-seasoned, if you are just jumping into the DLC series now. If you played the previous DLCs, you can actually import your army between the campaigns, which is a super cool feature that I unfortunately did not get to use, having not finished the previous campaign. Several heroes will also be assigned out, if you’re starting from scratch like I did, ensuring your army are a bunch of hardened bastards by the start of the campaign.

And you’ll need hardened bastards! Your men will very typically be outnumbered by the opposing forces, and while the enemy does not typically have equipment that can match yours, they make up for it with massively overstrength units, I’ve seen some units with 20 points of strength, which is terrifying. The AI hasn’t lost its edge either, and I foudn that it excelled at picking off isolated units of mine. The hardiness and experience of my troops helped, but not always. Be warned: do not start with this campaign if you’re new, it will mess you up and hurt your feelings. Fortunately for me, I didn’t have any inherited units to feel bad about losing, but it can still be a rough slog.

The Balkans are a very hilly area, and the scenario maps you’ll see will be indeed very hilly, which spell trouble for the typically armor-heavy German armies. The enemy forces love to lurk in forests and on top of mountains, as well as on the few highways that snake around the maps. Punching through single units is typically not difficult, as your units win most man-to-man fights, but you can easily get bogged down. While the devs promised to make time limits more forgiving in the recent DLCs, you can find yourself being pressed for time frequently, and there is a pressure to overextend your forces regularly.

That being said, the combat still plays very well and provides a tight combat experience. The variety in maps and objectives is great, and any veteran of the series should welcome the deeper dive into the campaigns, as it gives you more of a chance to play Panzer Corps 2. If you take nothing else away from this review, understand this: this DLC is more good Panzer Corps 2 scenarios. If you like Panzer Corps 2, this DLC is for you. If you don’t like Panzer Corps 2, there’s not anything here to change your mind. All in all, what we have here is a solid addition to the growing collection of Panzer Corps 2 campaigns, and is one I’m glad to have played.

Rating: 4 out of 5.
  • Jack Trumbull

Gary Grigsby’s War in the East 2: Review

Two pilots died last week performing reconnaissance missions near Leningrad. One was shot down, the other when his plane crashed of its own accord. They were both flying Ju 88D-2s. I investigate. The Ju 88D-2 has a reliability of 15, an armour of 1 with a durability of 42 and a maneuver of 20. It is armed with four 7.92mm MG15s and three High Level Cameras. I check production. Ju 88D-2s are due to be phased out by June 1941 in production yards across Germany. Looking at those yards, I can see that we’re having a little trouble meeting that goal. None of the facilities producing Ju 88 Airframes are damaged, but there is a delay of 130 units at Bernburg. Perhaps that delay is why those reconnaissance pilots died last week? Perhaps they would have been able to sortie in the superior Ju 88D-1 had production kept to schedule? Perhaps not. The real question I have to ask myself, when I pull out and see that they are two of 65,038 men to have been killed so far, alongside 40,950 disabled, is why what I discovered matters? The short and beautiful truth of Gary Grigsby’s War in the East 2, is that it doesn’t, not really.

My involvement in the entire air war of last week was a single click, and the fates of two pilots in slightly outdated craft has no bearing on what I do when I click to confirm Air Group Missions for next week. What the AI does with that information is for it to handle, unless I want to handle it.

There are tons of map aids and toggleable lenses to make sure you have the info you need.

The magic of War in the East 2 is that I actually think it managed to pull of what many had hoped for. It’s playable for the non-hardcore crowd, if players are willing to put a little time into figuring out the absolute basics. It can seem daunting, to be sure, but the elements are all in place to not only make the smaller scenarios learnable and enjoyable, but also open the door to the excellent deeper level strategies hiding beneath the surface of War in the East 2.

There is just so much content packed into this one game that sometimes I can’t believe it. What I definitely can’t believe, despite trying my level best to disprove it, you actually don’t need 70% of the information that is sitting at your fingertips. The way the AI manages the air war is entirely competent, to the point that I didn’t feel like I was disadvantaging myself by leaving it alone. Depot construction can be handled by the AI, and production is entirely automated. All of it is there for interested players to dig into, but it is not necessary to enjoy the fruits of 2 x 3 Games labour.

You know that feeling when you get lost scrolling Wikipedia? When one article links to another and before you know it you’re 10 articles deep and an hour has passed. It might not have been an hour, but that happened to me repeatedly while playing War in the East 2, including my deep dive into the loss of 2 recon aircraft above. It’s fun to go digging into the complexities that War in the East 2 offers. Individual combats can be reexamined to see what ranges units opened fire at, what support elements were committed and how they impacted organization, how many squads, teams, and vehicles were destroyed or disabled. It’s like opening up a massive encyclopedia of your own version of the German-Soviet War, and I love it. But enough gushing, how exactly do you play and what are those essentials I mentioned above?

Air Groups can be micromanaged or left to the AI

How Does War in the East 2 Play?

The core of War in the East 2 resembles a classic board wargame. units are divisional in scale, with ground hexes representing 10 miles per hex and week long turns. Units maneuver based on movement points that are expended per hex entered and for combat. Smaller than division level units, like specialized companies, are abstracted into a support system. The air war sees squadrons organized into air groups that are given mission types and areas of operation. Air missions are carried out before ground units move, though air units committed to ground support and air superiority will operate during the ground phase.

There are some key components of play to remember when first getting into War in the East 2 . First, support units. Units must be in range of their HQs to be issued support units during engagements. Critically, getting support during decisive attacks (which take more movement but start with (close to) full offensive power) requires the unit to be in range of their HQ without the HQ having moved that turn. Second, placing units in reserve is incredibly powerful on the defense, as it allows the local commander to commit reserve units up to 6 hexes away. On the offensive, the range is 3 hexes, but it is still very powerful. Third, logistics are very important, let the AI handle depot management. But be sure to send rail units to repair railways behind the line. Finally, Decisive attacks require at least 6 movement points (modified by terrain) and that more than one unit can be attached to a decisive attack by highlighting it while shift is held down. There, you’ve got all you need to win the tutorial scenario. Go get ’em.

But seriously. The amount of core information that is actually required to do decently well in War in the East probably amounts to less than 500 words. The amount of information that can go into learning how to do decently in War in the East is the 500 page manual.

Smaller scenarios are much more manageable and still tons of fun.

But What Do I Really Think?

You can probably tell that I like War in the East 2. I do. I didn’t really get into the first game this way, because the complexity, coupled with the clunkiness and scale, turned me away. Now I’m happy to see that, while War in the East 2 looks about the same, the underlying engine is much crisper and cleaner. I don’t find me PC lagging much, only occasionally with mutli-unit moves, and sorting through the excel like menus was snappy.

I’ve had a good deal of fun with the smaller scenarios. I like the more focused approach that I think allows the board game like feeling of War in the East 2 shine through, though I understand the appeal of the full campaign. I’m still plugging away at it.

The amount of information is staggering.

But, to talk about the AI. I haven’t had any problems so far with the enemy’s ability to defend itself. It won’t be as competent as a human player, because nothing is, but I personally haven’t seen anything stupid happen. Playing as both the Soviets and the Germans, I’ve seen the enemy target weak spots, try to encircle and cut off supply, reposition to better defensive positions to cover airfields and key targets, and generally be a proper opponent. This is always the scary part with complicated wargames, but the fine folk at 2 x 3 Games should be commended. Perhaps I’ll see something break as the long war scenario drags on, but nothing has happened yet.

The only true downside is that I did have to go fishing for that core information to get the game up and running. Everything is there but it is not presented in the nicest way. A proper tutorial would actually make this the ultimate entry level to complex monster wargame on the market. Another thing is that I can believe that people who have spent a lot of time with War in the East 1 might see this as a marginal upgrade. I don’t agree, but for the cost, it is best to be sure of where you want to spend your money. It’s excellent, but how much you’re going to get out of it after sinking 500 hours into the first game is something you need to think deeply about.

A built in encyclopedia gives historical information for almost every unit.

A Triumph?

Yes, of course it is. War in the East 2 has dashed quite a few of my fears and presented me with something I really didn’t think they could pull off. I can sit down and play a smaller scenario and not feel like I’m doing work, but all of the information I could ever want is right there at my finger tips should I want it. It’s glorious. Sometimes I just want to hit ‘go’ on the air war and let it handle itself. Sometimes I want to manage missions. the fact that I can choose is just amazing. If the game had ever piqued your interest, I’d recommend it. Even if it seems daunting right off the bat, the essentials can be learned quickly, the rest slowly, and a good time had right out the gate. It’s excellent, and worth your time.

Rating: 5 out of 5.

A masterpiece and the perfect example of a game that works well with variable complexity. Entertaining and fun to lose yourself in, War in the East 2 will be the pinnacle of monster digital wargaming for some time.

-Joe Fonseca

*LTAW received a copy of WiTE2 for the purposes of this review.

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.

New Directions: Wargaming for the Truly Enlightened Gamer

We here at Let’s Talk About Wargames have been pretty lackadaisical in our coverage of wargames. Too often we stray from the true path of the gamer in an ill-conceived attempt to reach a (shudder) popular audience.

WELL NO LONGER

From this day forward Let’s Talk About Wargames, along with our new sponsor MONSTER ENGERY DRINK*, will be bringing you the hardest of hardcore wargaming tips, tricks, and sick dances straight from EPIC*, the best publisher and developer of digital wargaming content this side of the BattleBus.

That’s right, We’ll now be bringing you the hottest reporting for the world’s most popular wargame:* FORTNITE.

WANT TO LEARN HOW TO CONSTRUCT A FOB TO PROTECT A SUPPLY DROP?

WANT USEFUL BLUEPRINTS FOR DEFENCE IN DEPTH POSITIONING?

WANT TO SHAPE A TOWER LIKE A LLAMA FOR SOME REASON?

THEN LOOK NO FURTHER THAN:

LET’S TALK ABOUT FORTNITE*

See you on the flip side of your next Victory Royal, Bros and Brosettes!

*Not an actual sponsor.
*Please don’t sue us Epic.
*Well, there are guns, and forts, and tactics I’m sure. Pretty much a wargame.
*We’re kidding everyone. Your regularly scheduled wargaming goodness will resume once I pick my brain up off of page 304 of the WitE2 Manual. -Joe

PS I still think this is a good idea. – Jack

Maneuver Warfare Review (1.14)

It always impresses me how creative the indie wargaming development scene can be. Seeing what innovative mechanics and systems that can come from the smallest studios expands my grinchy wargamer heart by at least three sizes. Maneuver Warfare, I’m happy to say, is definitely one of those heart expanders. It is clear that Decisive Action Games, the tiny study behind Maneuver Warfare, believes in what they are trying to do and, by and large, they are succeeding at it. A few minor issues and one glaring one hold the game back, but with more time and updates I believe Maneuver Warfare can become something truly inspiring. As it stands though, potential players must be aware of some caveats.

The premise is altogether standard, but the execution is what sets Maneuver Warfare apart. Taking control of a Panzergrenadier Battle Group, players lead their units from the invasion of Poland through to the end of the war. The gameplay happens in a pauseable real time environment as players issue orders to their units on a paper map, and watch the units attempt to carry them out. Units are generally companies or equivalent of tanks, support units, and artillery.

There are stand alone scenarios, but the true game comes from the full campaign where players take control of the same battlegroup from mission to mission. Watching commanders gain experience or die off, and husbanding resources to keep your battlegroup combat effective from mission to mission is a lot of fun. Movement used to be a struggle, but the latest couple updates (1.14 at the time of writing) have solved this major complaint of mine. Now units can be grouped and moved together as long as their command unit is intact. You can still micro each company, and I did for fine tuning, but being able to maneuver collective elements was a godsend, making sweeping movements a breeze and gameplay in general far less frustrating. Combat is generally deal with under the hood, with only a small line indicating effective fire and a combat log that keeps you up to date on losses.

As for the units, they react to enemy fire and the terrain, moving and spotting at different rates while they attempt to follow your orders. Happily, you can give general orders for what each unit should do when they come under fire. You can suggest to your recon units and artillery that coming under fire is best met with a swift retreat, but tell your tanks to keep moving and close the gap as they take hits.

Actually managing the controls of doing all this takes a bit of learning. Especially when it comes to ensuring you have the correct groups selected at a given time, but it just takes a bit of time. Overall, setting up new fire orders, calling in artillery and airstrikes, using AT guns to counter tanks, and effectively using recon is all functional and rewarding. Once players get a hold of their units the game quickly comes together. It’s fun, the tactics feel real, the AI is mostly responsive, and there’s a good amount of content.

Now, some negatives. The game is ugly, and not just in the acceptable wargame ugly. It’s poor to the point of negatively impacting potential interest, I’m sure of it. It just looks amateur. Maneuver Warfare needs to full visual overhaul to bring it up to modern gaming standards or, and I don’t say this lightly, scrapping 3D entirely for a simple 2D map and counters if that is easier. But real art is sorely needed. A yellow rectangle is identifiable as a farmer’s field, but it could look so much better. As it stands the modifiable 3D just doesn’t work. It is painfully ugly. After several hours I finally started to get used to the art, but I shouldn’t have to. Excel games can and do work. Wargames with visual hiccups can be fine too, but what Maneuver Warfare is doing is straddling the line in an awkward way that needs to be corrected. I was consistently put off by the poor visuals.

Secondly, I never really understood how the terrain affects spotting. It seems that my units could spot enemies through what I assumed were built up areas (It’s a grey rectangle, who knows?). The abstraction is certainly a plausible answer, but I wish there were more coherent lines of sight and terrain rules presented within the game.

That’s really it for my complaints, especially since the 1.14 update solved my movement frustrations. The core gameplay is good. What’s more important, the core gameplay is unique. I’m willing to be pretty forgiving, especially for indie offerings, if they’re doing something classic extremely well or going out on a limb to do something new. Maneuver Warfare definitely fits into the latter. I honestly hope that the developer takes the visual complaints to heart because, and I truly believe this, there is something special just under the surface of Maneuver Warfare that would be exposed to a much wider audience if it just looked good.

If visuals mean nothing to you and you’re looking for an interesting indie offering that feels unique, then Maneuver Warfare is definitely worth checking out. If not, perhaps waiting for further optimization and a visual overhaul is in order.

Rating: 2.5 out of 5.

This is a unique and fascinating Indie offering that is genuinely trying something new in the digital wargaming space. It is held back by abysmal visuals and some rough edges. If these problems are solved, Maneuver Warfare has the potential to be the start of something amazing.

-Joe Fonseca