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

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

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.