games warhammer 40 000 sanctus reach
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Review of the game Warhammer 40,000: Sanctus Reach
Warhammer 40,000: Sanctus Reach will offer us a world where Orcs are the main threat. One of their powerful forces is sent to the Sanctus Reach system and the worlds bow to their might. And only one planet called Alaric Prime is ready to repel the invaders. This turn-based strategy will offer us big story campaigns - Stormclaw and Hour of the Wolf, in which there are wide tactical opportunities, pumping up fighters, changing weapons. There are also quick matches, a map generator and a multiplayer mode.
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Video Warhammer 40,000: Sanctus Reach
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SanctusReach is another game in the “forty-thousander” universe. Fortunately, it turned out not nearly as bad as many others. Why?SanctusReach occupies the currently empty niche of good tabletop Warhammer adaptations.
Sanctus Reach will tell about the confrontation between the Space Wolves and the Orc WAAAAAAGH. The events of the game take place in the system of the same name, which practically fell under the blows of the greenskins. However, there is almost no plot in the game. There are two multi-scenario campaigns and a skirmish mode. That is, no dialogues or briefings. In scenario missions you have certain specific victory conditions like capturing a communications station. After completing the task, you will be presented with three variants of skirmish, which you need to win in order to move on to the next scenario. In total you will have to go through two dozen different tasks. But nothing prevents you from creating your own game, fighting against the computer or against real people.
Warhammer 40,000: Sanctus Reach is the closest game to the tabletop prototype. Your battlefield is a standard board with a small number of elements. As a rule, these are trees, heaps of stones and scrap metal. You also have access to different units of the order, but you won’t be able to select them all at once. There is a certain number of points for which you can assemble your army.
In the campaign you can only play as the Space Wolves, but in all other modes you will have the opportunity to side with fans of Gork and Mork.
The choice of units for wolf lords is quite extensive. You'll be able to use almost everything in miniatures, from basic squads with bolters and chainswords to specialized squads with meltas and flamethrowers. The choice of equipment is not so extensive, but there is almost everything here: from dreadnoughts to small titans. Naturally, it is very expensive.
Orcs are not far behind either. They have at their disposal nobs, stormtroopers and even gretchins. However, the small but evil orc assistants are practically useless, acting only as cannon fodder. Separately, there are heroes who have powerful skills. But you shouldn’t put them under fire because they are singular.
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The armies are naturally very different, unlike many Warhammer games that are not based on the board game. So, orcs have much more health and prefer close combat, while space marines benefit from a large number of specialized units and powerful armor. In the campaign, the advantage of the Wolves is clearly visible, but in a confrontation with a living enemy, everything is not so clear. Each side has its own strengths and weaknesses, which the computer, alas, very often does not take into account. Although one cannot call him outright stupid.
The poor variety of tasks in missions is depressing. Usually you just need to capture more key points than your opponent, or simply kill all the enemies.
Sanctus Reach's adaptation of the board game looks pretty good. Straylight studio very cleverly cut off what would look boring on a monitor screen. So, all dice rolls happen behind the scenes, and you only see the result in the form of how much damage you dealt and received. There are no saving throws either, but if you hide behind cover, you can take minimal damage. Which, by the way, is calculated in an incomprehensible way, and this is a little annoying. You never know what will affect this number, other than the chance of a hit.
![](https://i2.wp.com/i.playground.ru/p/S4hqLVkVr5jQSM0r3pmyhw.jpeg)
Regardless, Sanctus Reach is the kind of game where you run a scenario over and over again on a map with three trees, and it's still fun and interesting. What is surprising is that this is not achieved through newfangled special effects or mindless carnage. Almost everything in the game is done correctly and obviously with love.
There are many important tactical things in the game: the visibility range of the squad, the level of morale, cover and even friendly fire, due to the presence of which you need to competently maneuver on small maps. That's why you shouldn't be scared when you first see Sanctus Reach. Yes, she is not very beautiful, but this is not at all important. You are still the stern son of Fenris, where efficiency comes before beauty.
Warhammer 40,000: Sanctus Reach
Reviewed version of the game: PC
Pros:
- Excellent adaptation of a board game;
- Tactical mechanics;
- Variety of units;
Minuses:
- Not the best appearance;
- There is no normal campaign;
- Poor variety of goals;
The year before last Warhammer 40,000: Armageddon was not ideal, but several patches and a bunch of additions (including one free one) did their job: although in many ways outdated and unsightly, but just as exciting and large-scale wargame among modern games doesn't come across very often.
Recently the publisher, company Slitherine, announced a sequel with a mysterious look. Alas, you can’t hide an sew in a bag: Da Orks, of course, the game is “independent”, but essentially it’s the same Armageddon, only about orcs.
Panzer Orks
We are returning to Armageddon, only now we will have to deal not with the Steel Legion or Space Marines, but with the tough guys of Ghazghkull Trucks. We won’t chew on the old mechanics for the second time: nothing in this regard for two years. But after dozens of hours of heavy fighting on the side of humanity, the illiterate speech of green-faced blockheads in briefings before missions can only be welcomed. Translation into Russian is appropriate, in the spirit “We’re here to rob people, not to wrap snot on a gunman”, so you don’t have to worry about the atmosphere of complete chaos.
The speech of the orcs has always had a special charm, so any Warhammer 40,000 game that allows you to listen to the reasoning of the greenskins deserves the attention of fans of the universe. It’s a pity that all the dialogue is static text against a beautiful picture background.
A little training will quickly explain the basics of Armageddon, but this wargame is already easy to learn. The success of defensive and offensive actions is influenced by many factors. So, for example, the size of a detachment is not so important if the fighters have lost heart, and even if they are attacking from an unfavorable side. The principles remain the same, only one thing has changed: now you control WAAAGH.
A battle of the titans, literally! While steel monsters are thundering in this part of the map, to the east there is a battle between dozens of infantry detachments.
There is no need to be afraid: the interface, perfected in the original, will explain on your fingers which of the enemies you should hit on the head with a chopping knife, and which ones it is better to shoot at from afar. The Lordz Games And Flashback Games deserve praise for creating a deep, but at the same time simple and understandable wargame. Flexible difficulty settings will allow both genre veterans and newcomers to have a good time in Da Orks. Fans of the universe will not leave offended: there are four hundred units here - an unprecedented figure for W40K games.
The last argument of the greenskins
The main stars of Da Orks - the orcs - love hand-to-hand combat. Crowds of guys with hacks, pajigals and tankaloms are great for clearing out fortifications and human settlements. Squigs are especially noticeable - these freaks run in huge packs and can easily cope with light infantry. When it comes to a serious fight, tanks with monstrous claws, battle fortresses with huge cannons, unsightly trampers and terrifying gargants roll out onto the battlefield. In certain situations, your charges can even convert equipment seized from humans into very respectable machines.
The graphics here are already sketchy, but if you want even more asceticism and old school, a special view will help.
The huge selection of troops and the transfer of forces from one campaign scenario to the next ensures that you will spend a lot of time upgrading your troops, selecting the optimal units for your horde. It would be more logical to assemble an army of experienced fighters who have proven themselves in battle, but losing such veterans would be much more offensive.
However, even after completing the story campaigns, including the “hypothetical” one, in which the orcs deal with the arriving space marines, it’s too early to give up on the game: the local AI is an adversary, albeit a serious one, but still cannot be compared with a human.
New units can be purchased directly during the battle - as soon as a “vacant place” appears. The choice is great, but simply recruiting the most expensive tanks will not work: only a balanced army will achieve success.
Many Slitherine games use a specific PBEM system in online mode (this time it was called the creepy acronym PBEM2++). But the essence is simple: you make a move, the game sends its results to the other player, after which the card is closed, and you, in general, will not need to do anything until your opponent thinks about his further maneuvers. This approach seems outdated and will suit fans of leisurely games. Or hardcore chess players.
However, there is also something new. Da Orks now has a skirmish mode, which allows you to create a game according to specified conditions and with the right to control units of several factions available in Armageddon.
It won't be possible without scripted surprises. However, if you check the correct boxes when setting the difficulty level, then all AI maneuvers will be visible to the naked eye.
And it’s okay that the graphics in the game are simple; the assault on the fortified positions of the Steel Legion looks great. Another thing is offensive: it seems like there should be orcs running around in hordes, but in reality there are always noticeably more people.
The specific organization of the network mode has its advantages. For example, cross-platform multiplayer - the project was also released on iOS. By the way, on the iPad (even the second generation - the game is not particularly demanding on resources) Da Orks is much more appropriate and prettier, although in this case the touch screen is not the best replacement for a mouse.
* * *
Otherwise, Da Orks is almost no different from the original. Don't expect an invasion of Chaos or Tyranids - alas, there will be no surprises. Familiar sides of the conflict, familiar landscape, familiar interface... The wargame turned out to be good, and considering its price, this is an excellent reason to get acquainted with the Armageddon line. True, I certainly don’t want to see another game on the same engine, on the same planet, with the same participants and by the same rules in the future.
Those who are put off by the “flat” essence or palette of the new product can be advised to wait until November. And release Warhammer 40,000: Sanctus Reach - turn-based three-dimensional strategy from the same Slitherine.
The Warhammer 40k universe is the perfect setting for tactical (read: turn-based) games. But there haven't been many of them lately. I remember, perhaps, the mediocre Space Hulk, Squad Command for handheld consoles of the previous generation and Armaggedon, which is not even a tactics game, but a real wargame. But it’s flat, and therefore for a very “special” audience. People in the subject. Warhammer 40k: Sanctus Reach is published by Slitherine, which is famous for its love of "hardcore" (ie, quite scary and unfriendly) strategy games, but this time their new game is a 3D tactics game!
It must be said that the demo version, in which only one mission is available, is not amazingly beautiful (the screenshots on Steam look a little prettier so far), but it creates the right mood. The ruined city is infested with orcs, and our Space Wolves need to capture and hold several key points. Moving through the cells, the fog of war, the distance to the target affects the effectiveness of the weapon, intercepting the move - everything that should be in a game like this!
There are a huge number of units to choose from, each of which has its own weapons. Some walk around with only one laser cannon, others are only capable of swinging huge hammers, others have both bolters and something for close combat. Naturally, enemies are coming from all sides, and since the authors are trying to transfer the “tabletop” game into a video game as accurately as possible, it won’t be possible to take the “best” units and clear the entire map with them: the green-horned ones can burn even huge walking ones in a couple of moves without any problems cars if they stray from the team.
What's so exciting about Sanctus Reach? It is clear that it is too early to judge the interface, graphics, plot from the demo (what? What if!), etc., but fiddling with different types of troops, selecting the best fighters to counter the infection that jumps out of the fog of war is captivating. The full version will have a couple of campaigns for several dozen missions, and your players will gain experience and learn new skills. And therefore it will be even more interesting to play than now: the battles will become much more difficult, since losing pumped up favorites is always unpleasant. I remember the old Squad Command: if only it had something like this...
So far the game looks quite interesting. Fans of Warhammer 40k will certainly be interested in the accuracy of the transfer of the appearance and characteristics of the fighters. Slitherine assures that all this is done to the required level. The developers, of course, cannot boast of their past works, but knowing Slitherine, I am sure that an experienced publisher will not allow bad tactics in the release. Please note: bad, and not ugly or even clumsy in some way. Alas, there is no big budget, so we can only hope that it will be interesting to play, and everything else... hmm... will be done with dignity.
Of course, I would like to know what other types of tasks will be in the campaigns, how pumping works and how diverse the locations are. How interesting is the local “Skirmish” and will it be difficult to find an opponent for network game(PBEM). Let's put these questions aside until release: Sanctus Reach should be released in the second half of January. We hope that it will be one of the first video game discoveries of 2017.
In his free time from work and family worries, Oleg writes texts for various gaming publications. He came to IGN Russia shortly after the site was launched in the spring of 2013. He loves Fallout from the Interplay era, Baldur's Gate, The Witcher 3 and some other (mostly old) games, which he periodically grumbles about on his Twitter -
- Two opposing factions: humans and orcs. Each has unique units and equipment. There is a long, exciting campaign for both sides;
- Multiplayer mode in which the player can fight with his friends for the right to be considered the best tactician;
- Attention to detail - weapons and ammunition can be selected for each character, creating the perfect squad that can repel any attack.
Game plot
Warhammer 40,000: Sanctus Reach is set in truly troubled and terrible times for the Imperium. There is a war going on that seems endless. Constant battles on the outskirts of the controlled sector and in the central subsectors tear apart the powerful empire. One of the main dangers is orcs. A huge armada of ships brought an army of hundreds of millions of green-skinned semi-intelligent creatures. The planets of the Holy Limit star system are falling one by one - the brave defenders are simply overwhelmed by waves of poorly trained, but very aggressive and numerous enemies. Only one planet managed to resist - Alaric Prime. Its main defenders were the warriors of the Space Marine Legion, the Space Wolves - the most courageous and unstoppable in attack. The animal fury and fearlessness of the orcs clashed with the calm confidence and combat composure of the best defenders of the Imperium. Who will win? Will the Space Marines be able to stop the enemy army or will every last one die, after which the orcs will advance into the very heart of the human sector?
The player is given two campaigns. In Stormclaw, he must lead the invasion of a huge army of orcs, commanding troops that confidently capture planet after planet. In "Hour of the Wolf" the player's main task will be to protect the planet Alaric Prime from enemy landings. Therefore, it is possible to look at the same war from two completely different sides. Of course, this makes the game even more exciting and atmospheric. One feature worth noting is that the gamer can independently equip each of his warriors, choose the appropriate weapon for him, so that the formed squad can cope with any task.
Game results
The strategy is good enough that it can be recommended not only to Warhammer fans, but also to any other gamers who appreciate good games. Excellent graphics, well-thought-out tactics, a large selection of equipment and infantry - all these can be called important advantages that make the passage so interesting.