I guess it's all up to SEGA to deliver us a passable Warhammer game now...
Also Eternal Crusade but that'll be a shit P2W MMO and run by SJWs to boot.
fixbecauseslitherniewh autists
Nope. Bottom line is that as a hex- and turn-based wargame with IG and SM trying to stop the ork tide it's still a game that can offer a few hours of entertainment, but at the same time it's also a big disappointment with broken and poorly thought out mechanics.
It's basically a 5-10 euro game sold at a premium price with a ton of dlc because slithernie.
fixbecauseslitherniewh autists
I'm pretty sure its doable with infantry spam too, cause in MP infantry spam beats tanks and titans 10 times out of 10.Did they balance the things better since 2014/15? I remember the game really going downhill once you hit super heavy tanks and titans, the balance and varied army composition completely went out the window. Which was unfortunate because the campaign until then was really good.
I think the system where any unit can have any armor & penetration is a better one than the one with rigid armor & damage types. I.e. one could make a copy of dow1 armor & damage types in warhammer 40k armageddon but not the other way around. The devs just didn't bother to balance it very well, so most units seem the same. In MP though i'd say there are more distinct (non-underpowered) unit types available to the imperium than in dow1 or 2. Orks are kinda meh though, basicaly all their vehicles except artillery are utter garbage so they are left only with various boyz squads.Indeed, I think the game has 2 core problems:
It tries to simulate the TT, while being more of a strategic game, so 80 grots will each have a shot at your 5 terminators, which leads to the question:
Why do space marines use smaller units when the rules of the universe lets every single grot in a company get a shot at them.
Basically, unit number is very important, and nonsensical.
The other problem is that there is no difference between tank and infantry when it comes to damage. It is a shame that Dow1 does it better when it comes to having different target (ie armor) types.
Indeed, armor value vs penetration works better, but in Dow, at least, Infantry felt different than tanks.I think the system where any unit can have any armor & penetration is a better one than the one with rigid armor & damage types. I.e. one could make a copy of dow1 armor & damage types in warhammer 40k armageddon but not the other way around. The devs just didn't bother to balance it very well, so most units seem the same. In MP though i'd say there are more distinct (non-underpowered) unit types available to the imperium than in dow1 or 2. Orks are kinda meh though, basicaly all their vehicles except artillery are utter garbage so they are left only with various boyz squads.
Not sure if balance changed much in that Da orks expansion but i doubt it.
Unit number is useful for making sure anti-tank weapons don't slaughter infantry squads.