Warhammer 40,000: Gladius - Relics of War
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Warhammer 40,000: Gladius - Relics of War (christ that's a mouthful) is 4X Strategy game published by Slitherine, the same guys who published Warhammer 40,000: Armageddon and the Sanctus Reach video game, and made by Proxy Studios. Essentially, it plays like a glorified Civilization Warhammer mod, which isn't a bad thing as civilization practically nailed 4X games.
Setting
The resource rich and strategically important planet of Gladius Prime is under attack from Orks, and the Space Marine Chapter (no name ever given to the chapter), unable to defeat the greenskins by themselves, call the Imperial Guard for aid. As the guardsmen arrive, a warp storm hits the planet and screws everything for everyone. This allows Chaos to gain a foothold. And as all this shit is going down, the Tyranid specimen held by Adeptus Mechanicus escaped from its containment, and the from beneath the earth, Necrons awaken from their slumber. Now the various factions are fighting for the domination of the planet and survival.
The Factions
- Imperial Guard: Lots of cheap guardsmen with low morale, compensated by long-range artillery and tanks with various upgrades. They can also build Imperial Bastions and Void Shield Generators to help hold chokepoints and issue a variety of edicts to boost their cities output.
- Space Marines: Limited to only one city, their Fortress-Monastery, but can build Fortresses of Redemption to gather resources outside the reach of the Fortress-monastery and they treat food and ore as the same resource named Requisition. They've also got a Battle Barge in orbit, from which they scan the unexplored areas and deploy orbital strikes, and they can choose a chapter tactic that gives temporary buffs either to all or certain types of units.
- Necrons: Necrons can only build their cities on top of Necron tombs and need energy to produce units and ore for upkeep and population growth. Influence can be used to repair units on field, let infantry use Eternity Gates, and rush production of units.
- Orks: Ork infantry deal more melee damage when attacking and lose less morale, at the cost of taking damage when losing morale. The units have a high regeneration rate, gain ore when they kill another, and increase influence by doing damage, but have an influence upkeep with the units doing more damage with high influence and having lower damage with low influence. Their cities have a higher growth rate than others, and can build fungus fields that heal units.
- Tyranids: Constantly makes new units. They consume biomass instead of ore and energy which allows them to make units. All tyranid units are disposable and can be recycled into biomass when they have outlived there usefulness. Most basic units slowly go feral when not in range of a synapse unit, and revert back to there original instincts which either weaken or kill them and eventually loose control all together.
- Chaos Space Marines: As per usual, a lot of how good they are comes down to luck. Cultists and Space Marines can turn into anything from Chaos Spawn to Daemon Princes, and performing rites will give you bonuses depending on what God you dedicate them too.
- Tau: Tau are probably the closest thing to a 'diplomatic' faction in the game, heavily relying on influence because of this. As in they can diplomatically hire neutral Kroot and Vespid units to fight for them, diplomatically insult other factions to hurt their feelings and put communist propaganda in their heads, and diplomatically just straight up buy resources instead of making them like everyone else. They can also spawn drones as essentially free units to support their troops, all while continuing the time-honored Tau or tradition of shooting the shit out of everyone else and hoping they die before they can get close enough to hit you in melee.
- Neutral: The various hostiles that attack everyone. Comprised of Kroot Hounds, ambulls, enslavers, psychneuein, rogue enginseers and kastelans, Neophyte Hybrids, Vespid Stingwings, Lords of Skulls, and motherfucking Catachan Devils.