Warhammer 40k specialist games


















Categories Categories. Special Sections. Player Support. Top Sellers. What's Popular. Top Rated. Results exclude some products based on your preferences. No results found. Showing 1 - 15 of 1 results. Renamed and repurpose Last Post: Well, you could say that last time i put my revenant on the table the Kreig player i was fighting de By: Jackal90 [ Go to page: 1 , 2 , First Post: So, it looks like I am getting into a new game after all.

Which means I am going to need some inspir Renegade — Hecate First Post: I know the hivewar book has errata, but does it also have the campaigns and stuff from the normal bo Last Post: It is a demo version, slightly different rules than the full game, no campaign has a simplified lin After gettin Last Post: Aha yes sorry about that - missed your original link! First Post: So Primaris are by far the worse Marine option. What do people think of the following balancing i Last Post: What is the implication of mixing the two types?

Other than thematically with regards to the armour First Post: So ignoring the fact they should have Striking Scorpions as an option. Ways to make the team le Last Post: So ignoring the fact they should have Striking Scorpions as an option. Last Post: Sarge could also parry one stealer die.

Enter space hulk bible into google to see a collection of By: mrFickle [ Go to page: 1 , 2 , 3 ]. First Post: Hi all, Finally getting to grips with the kill team 21 system. Quite liking most of it but stil You wont grasp the details just by s First Post: Hi there! Im fairly new to Necromunda and I have a few questions Id love some help with.

Ive been Last Post: I would definitely recommend adding a box of ambots. I bought one as soon as I had the credits and a First Post: Title says it all. Has GW ever stated that they will eventually sell squads like the Krieg individua First Post: I think it is about high time we got this thread, so we can keep the AT Projects thread clean and to Last Post: oh how crazy, how stupid. I wouldnt have thought of that either. Thank you again, yes, I dont th First Post: I am asking specifically because I think some things in the new system are very interesting, but I d First Post: Working on this Kickstarter which just launched and funded within 12 hours.

If you are looking for s It's a first-person shooter where you get to control a squad, except the first six missions of the campaign don't actually let you.

The big problem with Vengeance of the Blood Angels is that it came out when 3D graphics and CD audio were new and experimental and rarely any good.

Everything's stuttery and enemies awkwardly pop into rendered CG when they're close enough for a melee animation. The marines are chatty, but their dialogue is stitched together from samples. It's entirely charmless, and not worth setting up the virtual machine you'll need to get it running today.

HeroCraft PC Steam. Games that attempt the same have been a mixed bag. Space Wolf looks the part, even zooming in on dramatic attacks just like XCOM does, but it doesn't play the part as well. The levels are tiny, which makes weapon ranges weird—a boltgun is only able to shoot four squares—and when new enemies spawn they're immediately next to you.

Plus, every character has a deck of cards and the only way to attack is to play one of the weapon cards you've randomly drawn. Your marine can shoot a plasma gun when he's got the card for it, and then just forget it exists until you draw another plasma gun card.

Depending on the luck of the draw, in the meantime he might suddenly have three different heavy weapons, somehow pulling them out of nowhere like they're in a bag of holding.

Storm of Vengeance is a lane defense game, sort of like Plants vs. Zombies only instead of spending sunshine to grow plants you're spending redemption points to make Dark Angels pop out of their drop pods. Storm of Vengeance is the same game, only with a progression tree so you can unlock frag grenades, a multiplayer mode, and 3D models of orks and space marines where the ninja cats and samurai dogs used to be.

The first VR-exclusive 40K game is a disappointment. Impressive as it is to have that sense of presence, whether you're poking around a starship or looking up at a space marine, it's a rudimentary corridor shooter.

Plus, the physical controls for everything from throwing grenades to holstering weapons are unreliable, and when that gets you killed in one of the levels with a savepoint on the wrong side of a tutorial or an elevator ride? That's unforgivable. If you like the kind of RTS where you manufacture a huge amount of troops then drag them together in a glorious blob, the first Dawn of War is for you.

If you prefer a handful of units and heroes with their own special abilities to carefully manage, that is Dawn of War 2's whole deal. Dawn of War 3 tries to split the difference, and it's an awkward compromise. Elites all have different things they can do and some of your units have an ability or two, but there are long stretches where it feels like you should be using them yet there's nothing for you to do.

In the story campaign you alternate between marines, orks, and eldar one mission at a time, never playing any one group for long enough to get comfortable with them—almost every level feeling like a reintroduction of abilities and tech it expects you to have forgotten, as if the tutorial never ends.

While the first two games are divisive and there are plenty of passionate defenders of each, Dawn of War 3 didn't end up appealing to anyone. There are surprisingly few 40K first-person shooters, and not many games where you get to be the T'au, the mech-loving weebs of the setting. Fire Warrior isn't about mechs, however. It's a corridor shooter ported over from the PlayStation 2, a fine console that didn't have a single decent FPS to its name.

Red Faction fans, you're kidding yourselves. You'll have to turn auto-aim on to fix the busted mouse controls in Fire Warrior, but nothing will fix the boring guns or unreactive enemies. Two things elevate it, however. One is that the first time you have to fight a space marine he seems borderline unstoppable in a way that feels right, and the second is that Tom Baker recorded some glorious narration for the intro.

The Eisenhorn novels are some of the better 40K books, hard-boiled Raymond Chandler detective stories about an inquisitor who finds himself making trade-offs with his principles while he hunts heretics and slowly comes to grips with the Inquisition's corruption.

This adaptation of the first book did one thing right by casting Mark Strong as Eisenhorn. He's perfect, but the voice direction is weak and every cutscene is full of characters at wildly different levels of intensity.

Between the story bits is a mish-mash of third-person combat, collectible hunts, hacking minigames, that thing where you spin clues around to examine them—a bundle of features lifted from other games and artlessly glued together to fill the gaps.

It feels like the kind of budget movie tie-in game that used to be commonplace, only this time it's a book tie-in. Steel Wool Studios Steam. There are plenty of turn-based 40K games about squads of space marines jogging from hex to hex, but what makes Betrayal at Calth different is its viewpoint. You command from the perspective of a servo-skull, a camera that swoops around the battlefield and lets you appreciate the architecture of the Horus Heresy-era up close.

You can even play in VR. It's a cool idea. Unfortunately, you can feel where the money ran out. A limited number of unit barks repeat often from a different direction to the acting unit , some weapons have animations while others don't, and the mission objectives occasionally leave out details you need to know. It started in Early Access and clearly didn't make enough money to keep it there until it was done. It's out now with a version number on it, but it doesn't feel finished. In Games Workshop released collectible cards with photos of Warhammer miniatures that had stats so you could play a rudimentary Top Trumps kind of game with them.

It went through several iterations, and the version became a free-to-play videogame with painted 40K miniatures on the cards. Don't expect Magic: The Gathering.

You build a deck of one warlord and a bundle of bodyguards, keeping three of them in play, replacing bodyguards as they die. Each turn you choose whether to make a ranged, melee, or psychic attack and the relevant numbers get added up and damage exchanged. Tactical choice comes via buffs to the attacks you don't choose which can pay off in later turns , and deciding when to play your warlord a powerful card whose death means you lose.

Oddly, the only PvP is within your clan and mostly you play against AI that uses other players' decks. Not that Warhammer Combat Cards tells you this, or much of anything else. Good luck trying to join a clan even after you've leveled-up the appropriate amount, thanks to a designed-for-mobile interface. NeocoreGames Steam Microsoft Store.

Inquisitor—Martyr is pulling in three directions at once. It's a game about being an Inquisitor, investigating the mysteries of the Caligari Sector, chief among them a ghost ship called the Martyr. It's also an action-RPG, which means if it goes for more than five minutes without a fight something's wrong, and among the most important qualities your heretic-hunting space detective genius possesses are their bonus to crit damage and the quality of their loot.

Finally, it's a live-service game with shifting seasonal content, global events, limited-duration vendors, daily quests, heroic deeds, no offline mode, and the expectation you'll replay samey missions for hundreds of hours every time there's a content update.

Why would an Inquisitor spend so much time crafting new gear? Why do I need to collect a different color of shards every time there's a new "Void Crusade"? Every game wants me to collect shards of something and I'm just so tired. Scale is important in a setting where billions die and nobody blinks. Mechs can't just be mechs in 40K. They're titans, god-machines up to feet tall that stomp through fancy gothic megacathedrals without slowing down. Dominus pits maniples of titans belonging to the Imperium and Chaos against each other in turn-based combat.

You order a titan to move and a hologram appears at its end position; you choose who it's going to target and color-coded projections show which weapons will be in range. You commit and the titan spends 10 seconds stomping to its endpoint, firing continuously the entire time—just spaffing out barrages of missiles and lasers while walking through buildings.

You get a lot of odd-looking turns where most of the shooting is at impenetrable rocks that happen to be between titans, which isn't helped by the AI's tendency to shoot when it has no chance of hitting, or the cinematic camera's tendency to clip inside mountains. Another oddity: you don't plot out moves but simply pick where to finish. Sometimes you'll select a position within the movement radius and the hologram will instead appear on the opposite side of where you started because apparently you need to go the long way round and don't have enough movement after all.

Some missions give you a fresh maniple, but partway through the campaign suddenly half the missions have to be completed with the titans that survived the previous one, a fact Dominus doesn't bother to tell you. You're up against the forces of Chaos, which means Chaos Cultists, Traitor Marines, and half-a-dozen varieties of daemon.

Meanwhile you're in charge of the Ultramarines, and while you can rename your troops and assign a limited number of heavy weapons per squad, after a while every battle feels the same. They drag on too, thanks to the Traitor Marines who litter most maps being able to survive multiple krak grenades and heavy bolter rounds.

Up until the s there was frequent support for the Fanatic games range in the White Dwarf magazine. From to , most hobby content was published in a number of short-lived hobby magazines.

These included:. Warhammer 40k Wiki Explore. Imperium of Man.



0コメント

  • 1000 / 1000