[Not sure if you want to take on the Orks? Have a look at our Warhammer 40,000: Armageddon review.]
Warhammer 40,000: Armageddon is a super deep strategy game that can be quite a lot to take in. Here's how to make sure you're combat ready when playing.
Warhammer 40,000 is a complicated universe, and Slitherine has a keen eye for detail when it comes to capturing the intricacies of the lore. The only problem with this is that the information isn't exactly surfaced in the best way. That being said, there's a button on the main menu that links to the game manual, which provides a lot of additional information. Although it doesn't quite have everything you need to know in it, it's definitely the best place to start.
Additional Stat Info
While the manual can provide a lot of good base information, there's even more to Armageddon that the manual (and the game in general) isn't 100% clear about. Here's a breakdown of what some of the less clear squad attributes mean:
Max Number: refers to the number of units in a squad. While seemingly self explanatory, this stat is important because each individual unit in a squad fires their weapon, making Max Number maintenance pretty important.
Initiative: Even though combat in Armageddon has units clash more or less in real-time, initiative determines if a unit can get a slight advantage by firing just ahead of their enemy, making them able to take out some units before receiving returning fire. Here are the general rules regarding initiative:
- If units have equal initiative, they will attack each other at the exact same time.
- If one squad has a higher initiative than another, the high initiative squad can take out a number of units equal to their initiative difference before the other squad returns fire. For example: if one squad has one point of initiative higher than an enemy, they can fire to take out one unit before the enemy squad retaliates.
Morale: When squads attack or get attacked, they lose morale. Morale can be in one of four states: good, normal, low, or broken. Staying in good or normal morale is best because it can grant bonuses or at least allow squads to perform as intended, while low and broken states come with penalties.
Use Your Requisition Wisely
One thing that makes Armageddon as deeply strategic as it is is the ability for players to completely control the growth and development of their army and units. That being said, be careful about what you're sinking money into and using. Having one of each unit currently available has its perks, but working with a smaller army amplifies the perks of leveling-up units. This can allow for players that remain careful and vigilant to develop a lean, mean fighting force while still having coin available to get some big guns down the road.
Placement is Everything
Putting squads in the right place is the primary way to succeed in Armageddon. Not only does quality placement allow for cover, but certain types of terrain change units' line of sight, mobility, and more. Also, many units in Armageddon have multiple weapons, and getting in range so that a unit can use its entire arsenal will deal more damage than staying too far out of range for some weapons.
In addition to base stats, some units have special traits that make them distinct from others. Combining units based on stats and individual traits is the key to making an army that works well together.
- Fearless: Units with fearless use morale half as fast as normal.
- Assault: Units with assault ignore cover bonuses when making melee attacks.
- Flyer: Units that can fly have increase evasion against attacks and are immune from being assaulted.
- Leadership: Units with leadership get a morale boost at the beginning of each turn.
- Support: Units with support can provide additional firepower when an adjacent ally attacks.
Choosing the Right Faction
In Armageddon, players will get the opportunity to play as one of three factions: the Imperium, the Orks, and the Space Marines. Although the guide gives some good lore distinctions between these factions, there's not a ton of information on their distinct play styles.
- Imperium: This faction resembles what some might call a "glass cannon." What the Imperium lack in melee toughness, they make up for with their powerful artillery and high initiative. In general it's best to rely mostly on vehicles, with some light infantry support. The Imperium also has access to Titans, which are the most powerful units in the game - though they aren't entirely cost-effective. Cautious players that know how to keep their distance should consider this faction.
- Orks: The Orks rely on the power of numbers to overwhelm their enemies. Most units available to the Orks are pretty low cost, even if they are pretty powerful. The main drawback of this faction is that they have pretty poor accuracy. Orks also have access to Titans. Players that are ok with rolling the dice a bit in exchange for a large fighting force would do well to use The Orks.
- Space Marines: Space Marines are the super elite soldiers of the Warhammer 40k universe. As a result, they seem like a direct foil to the Orks. All Space Marine units cost quite a bit, but they are all very accurate, powerful, and durable. Space Marines are also a little odd in the sense that they are subdivided into Blood Angels, Salamanders, and Ultramarines - with Blood Angels generally being the most expensive and powerful, Salamanders being more well-rounded, and Ultramarines being cheaper but less effective. Although Space Marines don't have access to Titans, their infantry are very effective and versatile. For the micro-manager that takes good care of each and every unit, the Space Marines seem like a good fit.