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The Astra Militarum are a blunt instrument of violence, wrought on a galactic scale. Nightmares given flesh, the Chaos Daemons are otherworldly creatures who war endlessly for their dark patrons.

Once, they defended the Imperium. Craftworlds Aeldari are ancient, arrogant and exceptionally dangerous, having turned war into a fine art.

Striking without warning from the webway, the Drukhari are malicious corsairs who revel in the suffering of others. Wherever Daemons break through the veil of reality, wherever the powers of the warp manifest, the Grey Knights are there, fighting to protect the very soul of Humanity.

Capricious warriors who approach battle as a performance, the Harlequins are Aeldari who follow the mysterious Laughing God. Imperial Knights tower over the battlefield like ironclad idols of war. Each piloted by a warrior of prodigious skill and courage, they can devastate their enemies. Born to battle, Orks are brutal aliens who fight for the sheer fun of it with ramshackle, but lethal, weapons and armour. Ravenous intergalactic predators, the Tyranids are an ever-adapting hive entity with a single, unstoppable directive: to feed.

There is no combat theatre in which the Space Marines cannot excel, no foe they cannot overcome, and no danger they dare not face. There are hundreds of different Space Marine Chapters with proud honour rolls and magnificent martial histories to call their own.

The lightning-fast campaigns of the Space Marines are conducted with such spectacular brutality that they have come to be known as the Angels of Death.

If you want to field gene-enhanced living weapons who have undergone the best training, wear the finest armour and bear devastating weaponry, choose the Space Marines. Shop the range. After sixty million years in hibernation, the android legions of the Necrons are rising across the galaxy. These armies of living metal were once dormant and hidden, but now they march again, inexorable in their advance to restore their ancient empire.

Armed with arcane technology, nearly impervious to damage and led by maniacal Overlords, few xenos races are as terrifyingly dangerous.

If you love the thought of hordes of nigh-unstoppable, mindless androids relentlessly advancing on your enemies before utterly crushing them, then the Necrons are for you.

The Sisters of Battle are warriors of zealous devotion. With bolter and melta, with flamer and howling chainblade, they purge their enemies from the field of battle in the name of the Emperor and the Imperial creed. Excelling in mid- to close-ranged firefights, this devout sisterhood mows down their foes with endless volleys of firepower while their soaring hymnals echo over the screams of the dying.

The Sisters of Battle are supported by hordes of fanatical and bizarre shock troops — if you want to destroy the enemies of Mankind in the most pious way possible, this army is for you.

Guided by psychic divination and the intelligence gathered by shadowy agents, they strike down demagogues and warlords who might otherwise raise invasion forces against the heart of the Imperium. The Adeptus Custodes never exceed ten thousand warriors at any given time. Equipped with the finest wargear that the Imperium can provide, your forces will be able to wade into the enemy. As bolts thunder from the guns of their guardian spears, swords and axes, their gilded storm shields deflect shots and blades as they fight and slay the enemies of the Emperor.

Such is the will of the Omnissiah, and his priests will stop at nothing to see that will done. It is not uncommon for forge worlds to launch vast, interstellar crusades in order to recover some lost repository of scientific knowledge or weapons technology, should such a prize present itself. An Adeptus Mechanicus army in the field resembles a bizarre and grotesque religious procession. Rank upon rank of cyborg Skitarii march tirelessly into the teeth of rival guns, or ride to battle aboard Skorpius Duneriders, raising binharic hymns to the glory of the Omnissiah as their radium carbines and galvanic rifles howl and crack.

You can support your masses of augmetic soldiers with maniples of battle robots — ancient Cybernetica war constructs driven by clattering difference engines — as well as insectoid walking tanks, Kataphron servitors or other lethal war machines. In a galaxy of terrors, those who would stand firm and fight for their species are champions all. In battle, the Imperial Guard bring immense firepower and sheer, crushing weight of numbers to bear. Astra Militarum armies are characterised by teeming regiments of ground-pounding infantry, mechanised assault spearheads, rumbling armoured columns, tortured battle psykers, companies of abhuman troopers, sprawling batteries of mobile artillery, sky-darkening squadrons of combat aircraft, and super-heavy war engines the size of mobile fortresses.

When the grand armies of the Astra Militarum open fire, it is apocalyptic. If you like the idea of filling the air with countless lasgun beams, salvoes of missiles, and the fury of plasma blasts, then the Imperial Guard is for you. Overwhelm your enemies by hurling regiments of Guardsmen into the meat grinder, or crush your foes beneath the tracks of dozens of tanks. It may seem like a horrific way to make war, but this impersonal slaughter has won untold victories in the name of the Emperor.

Nearly every sentient being has a psychic resonance with the warp — a terrifying realm where emotion takes form. Chaos Daemons are literally the nightmares of Humanity given flesh, immortal servants of the Chaos Gods imbued with all manner of fell power. Each Daemon is savagely strong, cunning, and often blessed with bizarre abilities that reflect their patron — from the head-claiming, horned legions of Khorne to the shimmering, magic-mastering hosts of Tzeentch.

Focus your play style on your favourite Chaos God with an indomitable procession of Plaguebearers or a swift Slaaneshi strike force, or master the strengths of all four in a single, varied collection!

Chaos Daemons are a savage close-combat army, using psychic powers and warpflame-spewing monstrosities to weaken the foe before tearing them apart with claw, blade and fang, capable of appearing almost anywhere they wish! Traitors to the Imperium they once defended, the Chaos Knights are a twisted mirror of the Imperial Knights, oathed now to the Ruinous Powers and rewarded with fell gifts.

Persecuting war with regal contempt from their titanic war machines, the Chaos Knights are an elite and terrifying brethren who bring worlds to ruin for glory, for their gods, or simply to follow twisted and insane codes of dark chivalry. Chaos Knights armies consist of only a few models — two or three of these titanic terrors are easily a match for entire armies of lesser troops.

Collecting Chaos Knights allows you to lavish attention on each stunning individual model, making for a small but impactful collection of models that are fantastic allies in any other Chaos army as well as a standalone force. Not even the Adeptus Astartes can resist the insidious taint of Chaos. Chaos Space Marine forces combine the heavy arms and armour of their loyal kin with an arsenal of hellforged arcana.

Your bolter-wielding Space Marines may be backed up by hellish Daemon Engines or hordes of cult infantry. Chaos Space Marines armies are excellent all-rounders, capable of shredding enemies at a distance before closing in deadly charges, and offer a vast range of models to collect, paint, and play with. The craftworlds are great planet ships that sail the stars, bearing with them the remnants of the once-glorious Aeldari empire.

Battered, broken but still unbowed, the craftworlders live lives of ruthless discipline and asceticism, mastering arts both aesthetic and martial over millennia-spanning lifespans. When roused to war, they shred their enemies with contemptuous fusillades backed up by the blades of carefully trained Aspect Warriors and the guns of swift grav-tanks and skimmers.

Craftworlds armies are highly focused warhosts where every unit fulfils a specific role, each utterly deadly when used in its proper place. Excelling at mid-range, these forces use speed to dictate the pace of battle, keeping their shooting units just out of reach while melee specialists cause carnage on the front lines.

Collecting such a force offers the chance to paint and play with a huge variety of models, with incredible colour schemes to choose from and a diverse spread of Aspect Warriors, wraith constructs, and more to demonstrate your skills. Sundered from the Aeldari in the harrowing events of the Fall, the Drukhari are sadistic corsairs for whom the universe is merely a plaything.

Murderous, swift, and utterly without mercy, they have been the ruin of countless worlds. Drukhari armies are fast, lightly armoured raiding parties. Poison-slinging Kabalites mounted in incredibly fast transports offer fire support to gladiatorial Wyches and the hulking nightmares Haemonculus Covens, alongside esoteric and terrifying units like shadow-lurking Mandrakes and winged Scourges.

Genestealers are the pioneers of Tyranid invasions, infecting human cultures and, over generations, turning them into mutant insurrectionists known as the Genestealer Cults. Genestealer Cult forces let you take command of an insurrection, combining a scrappy, rugged array of civilian vehicles and weapons with nifty alien tricks. Capable of pouncing on enemies from anywhere in hit-and-run attacks, Genestealer Cult armies boast versatile infantry and terrifying close-combat brutes.

They are a highly specialised Space Marine Chapter whose existence is known only to a privileged few, and whose deployment is the ultimate sanction against the powers of the warp. Based on the moon of Titan, shielded from detection by vast and sorcerous wards, they have their own fortress-monastery whose defences are all but impenetrable, and whose deep catacombs contain labyrinths of dark secrets and forbidden lore.

Just as the battle-brothers of the Grey Knights are a superlative evolution of all that it means to be a Space Marine, so too does their Chapter Armoury contain some of the greatest war machines in the Imperium. While they excel in combat against the creatures of the warp, they will fight any enemy that threatens Humanity, even those from within the Imperium itself. Unleashing their psychic might, nothing can stand in their way.

The Harlequins are an elite cadre of warrior-dancers who have escaped Slaanesh through the patronage of Cegorach, the mysterious Aeldari god of mischief. War to them is a careful ritual, a deadly dance prosecuted in the defence of the hidden places of the webway.

Playing the Harlequins is like choreographing a particularly deadly dance, as your specialist troops run rings around their sluggish enemies, devastating them up close and in melee. A Harlequin army is a deadly cast of characters, each playing their role to perfection — and leaving your enemies in shreds. Often outnumbered but never outgunned, Imperial Knights are miracles of the Dark Age technology. They can annihilate entire regiments of the foe in a single salvo, or else wield industrial-scale close-combat weaponry that can tear down a fortress gate or flip a battle tank with a single blow.

There are numerous patterns of Knight, each of which lend themselves to broad strategic roles, such as scouting or fire support. The ground shakes as the Imperial Knights march into battle, the pennants and honour banners affixed to their armour flapping in the hot winds of war. Massive plasma reactors thrum with energy, driving the pistons, servos, and gears that send the Knight suits pounding forward with frightening speed.

At the heart of each towering war engine is a Noble pilot, sitting in their Throne Mechanicum and controlling their mighty steed.

Orks are hulking creatures quite literally born to fight, a deadly alien race that loves nothing more than a good scrap. Led into battle by hulking Warbosses, Ork hordes known as Waaaghs! To the Orks, might makes right — and few are as mighty as they. Ork armies are as diverse, punchy, and bonkers as Orks themselves! Orks are wildly unpredictable to both you and your foe, ensuring no two games are the same and offering all sorts of hilarious moments, while for painters and collectors, the range is a playground for vivid paint jobs and crazy conversions.

Optimistic and forward-looking, they push the borders of their fledgling dominion ever forward with well-trained and superbly armed cadres made up of infantry, alien auxiliaries and super-advanced battlesuits. They came from outside of our galaxy — a predator from some distant, forsaken place.

Part of a unknowable vast gestalt consciousness known as the Hive Mind, the Tyranids are bio-adapted monstrosities who endlessly travel the stars in search of biomass, consuming entire planets in order to grow and adapt, falling upon worlds in waves until nothing remains but ash and acid-scarred rock. They cannot be bargained with. They cannot be stopped. They are the Tyranids, and they will not cease until they have devoured the universe. Tyranids offer you a seemingly endless horde of single-minded beasts and hulking monsters armed with claws, talons and bio-weapons.

Tyranid armies are incredibly distinctive, using alien creatures where other armies might have tanks and planes! After all, to adapt is to survive! The Ultramarines epitomise what it means to be Adeptus Astartes. They are beacons of nobility, honour and discipline in a galaxy riven by darkness and disorder. No Chapter holds the Codex Astartes in such hallowed regard as they, and they have utilised its tenets and strategies to achieve glorious victories over ten thousand years.

The discipline and training of the Ultramarines is without peer — their morale is unshakeable, and they remain combat effective even during a tactical redeployment. Forged in the crucible of war, the Salamanders are flame bearers and warrior-craftsmen who hail from the volcanic death world of Nocturne.

This brotherhood of onyx-skinned guardians has fought stoically to defend the Imperium for ten millennia, wielding master-wrought weapons to hammer the foe into oblivion. Their mastery over their wargear makes them more accurate and deadly. The Black Templars are valiant knights and pious champions, unusual among the Adeptus Astartes for venerating the Emperor as a literal god. A fleet-based Chapter, they divide their forces into crusades and storm across the galaxy annihilating everything in their path.

As befits the heirs of the legendary swordsman Sigismund, the Black Templars are specialists in the white-hot fury of close combat. On the tabletop they charge headlong into the fray. Take the fight to the enemy! The roaring of furious engines, deep rumbles of thundering armoured transports, screaming of heavy jump packs at full burn and ferocious war cries herald the devastating assault of the White Scars.

Formidable hunters drawn from fierce tribesmen, the White Scars smash through their foes like a spear through their prey. The White Scars are the Masters of high speed, hit-and-run warfare.

They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next. Adherents to cold logic, intolerant of weakness and utterly without mercy, the Iron Hands are implacable warriors whose resolve is as unflinching as solid adamantine.

They are relentless defenders of the Imperium who seek to replace the weakness of the flesh with the unyielding strength of the machine to attain perfection. To the Iron Hands, the flesh is weak. Though many Space Marine Chapters utilise bionics to replace body parts of their wounded that have been damaged beyond repair, the Iron Hands replace entirely functional limbs, organs and digits with mechanical augmentations.

These allow them to shrug off damage and stay in the fight longer. Masters of siege warfare, the Imperial Fists leave their enemy no place to hide. They can dismantle fortifications with shocking ease, and target entrenched enemies with pinpoint-accurate firepower. They are amongst the most noble Space Marine Chapters, yet they bear a hideous curse they conceal from all outsiders and ever strive to resist.

The Blood Angels are one of the most aggressive of all Chapters, quick to get stuck in with unique, melee-oriented units. If you want to close ranks and tear your enemy apart in a bloody display of martial skill, this is your Chapter. The Chapter is a brotherhood of heroes seeking to forge their sagas of honour, ever hungry for glory and dedicated to defending the Imperium. The primal ferocity and independence of the Space Wolves makes them one of the most unique Chapters of Space Marines, including a wide variety of specialised units.

The Dark Angels were the First Legion. No other Space Marine brotherhood has served the Emperor for as long. Staunch defenders of Mankind, merciless on the attack and stubborn in defence.

They are also shrouded in mystery, guarding secrets so shameful they are kept even from many of their own. The inclusion of specialised Ravenwing and Deathwing contingents makes the Dark Angels one of the most versatile armies, catering to a variety of play styles. If you want to keep your tactical options open, this Chapter is a great choice. Masters of clandestine warfare and the shadowed blade, when the Raven Guard engage in open warfare, it is already too late for their enemies.

Sabotage, guerrilla tactics, and targeted strikes are the means by which the Raven Guard apply exactly the right amount of power to utterly destroy their foe. Both fast and stealthy, the Raven Guard are hard for your enemy to pin down.

If you enjoy springing traps or coordinating a complicated all-out attack at just the right moment, the Raven Guard are for you. Savage and brutal to an extreme, these warriors will stop at nothing to close ranks and tear the enemy limb-from-limb. If you like your Blood Angels even more aggressive, follow Gabriel Seth into battle! Tested like few others at the forefront of the endless war against the barbaric Orks, they forever rise to new glories as they strive to fulfil their duty.

The Crimson Fists spent arduous decades on the brink of extinction. This has inured them to pain, and also taught them the value of experience. If you like your Space Marines stubborn and battle-tested, choose the Crimson Fists.

It is the task of the Deathwatch to defend the Imperium from the ravages of the xenos, countless species of which threaten Mankind in every corner of the galaxy. Drawing their numbers from almost every Space Marine Chapter, each is an elite alien killer of proven skill in battle. Their focus and mission makes them unique amongst Space Marines, and their affiliation with the Inquisition grants them access to exceedingly rare and deadly weapons of war.

The Szarekhan Dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme.

The Szarekhan Dynasty are particularly resilient to psychic damage inflicted by their foes, while striking in return with deadly accuracy. Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare to defy them in a storm of death and destruction.

The Sautekh Dynasty make the most of Warriors and Immortals, with both unleashing rapid fire over longer ranges than their brethren in other dynasties — all the better to reclaim the galaxy!

The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The Novokh Dynasty transform your Necrons into a savage close-combat force, with even humble Warriors capable of slicing apart lesser enemies.

Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from the Nihilakh rightful lands. This dynasty excels in taking and holding ground, fighting with extra tenacity to secure terrain — and, ultimately, victory. Fast moving units can claim points from even dedicated defenders, while the core of your army is that much harder to shift in defence.

Their soldiery can utilise translocation beamer technology to transmute their bodies into living light in order to flicker across the battlefield. The Nephrekh Dynasty are the most mobile of the Necrons, capable of translocating to wherever they need to be on the tabletop with terrifying speed. The Mephrit have harnessed the wrath of captive stars to imbue into their weapons.

This raging solar energy confers immense raw power and can sear through even the thickest armour with ease. The Mephrit Dynasty are masters of the short-ranged firefight, striking with armour-rending force when close to their foes. No amount of suffering is too great for them to bear, and all they endure is paid double to their foes. Valorous Heart armies can walk through a storm of bullets and survive unscathed.

Their faith in the Emperor reduces the impact of incoming fire and shields them against damage. The more losses they take, the harder Sisters of Our Martyred Lady fight. If you want to battle to the last, with your units increasing in effectiveness as casualties mount, the Order of the Martyred Lady is for you. Obstinate in their traditions and indomitable in combat, the Sisters of the Ebon Chalice seek to perfect the martial disciplines of the Daughters of the Emperor, employing tactics that have been honed over millennia to annihilate the enemies of the Imperium.

Armies of the Ebon Chalice have ways to shrug off mortal wounds and make their Acts of Faith more effective, making them perfect for a player who wants to use precisely timed abilities to turn the tide of battle.

They are renowned for their speed in combat, and are often first into the fray, where their faith in their protector saint shines bright. Sisters of the Argent Shroud can fire their weapons at full effectiveness as they move forwards, allowing them to get into the perfect battlefield positions while raking the enemy with with withering firepower.

Their Wars of Faith are not waged to save the innocent, but to slaughter the guilty, for only in death can the vile be made pure. Bloody Rose units are more effective close to the enemy, striking hard and fast with pistols and melee weapons. They will reward players who like to advance quickly and bring the battle to the foe. Wreathed in holy light and possessed of divine serenity, the Sisters of the Sacred Rose are the calm at the centre of a violent storm.

Their hymns of hope and salvation are underscored in battle by the crack of bolts and the roar of burning promethium. Sisters of the Sacred Rose rarely flee, meaning that the enemy will have to work harder to kill them all. If you like an army that will stick around and stay effective into the late game, check them out. Let's take a look at the best careers and career paths in Warhammer. Rat Catcher Hard but fair life Rats Orks are an exciting, powerful race to play in warhammer 40k.

You can alter the models almost anyway you want, and their story is an interesting, if not comical, one. Which units are the most effective though? Orks swarm the battlefield creating vast green oceans of brutality. Their only desire We all love the grim, dark world of Warhammer fantasy. From running away from giants, warpstone fueled rats, through trying to destroy Chaos cult in the name of Sigmar to becoming a successful beetroot merchant.

It has everything for everyone. Let's check the top 10 best adventures we love! Experience magic, monsters, and mayhem in the best fantasy war games you can play in ! Sometimes, all a war game needs is a little magic.

Like, spells-that-can-turn-you-inside-out kind of magic. Or fire-breathing dragons that can turn soldiers into armies of burnt matchsticks. You have to Warhammer 40, Eternal Crusade Review. The former Imperial world of Arkhona is besieged by different forces. Are you ready to join the Crusade? What's that you say? Sure, why not, always did want to train my trigger finger, for Warhammer II will no doubt see the inclusion of many more creatures, some similar to units already in the game, and others The Fort-First Millennium is chalk full of legends and heroes from all walks of life.

You really have to cheat death just to get any attention. Luckily the greatest of the greats have been written into the history books and their stories are awesome To exist and survive in the 41st millennium If you have never known where to start in terms of Warhammer lore, worry no.

Jump into the dark and grim of Warhammer fantasy with these carefully selected books that bring the best in this universe to light. Knights of Bretonnia Knights of Bretonnia What is this book about?

The PC Games in are going to rock. And while the passage of another gaming year may come with some sadness, all it takes is one look at the games lined up for the upcoming year to bring a huge smile to your face. Ever since it was created by Games Workshop, Warhammer and, later, Warhammer 40,, have drawn in hundreds of thousands of fans with their dark themes and action The Forty-First Millennium is flooded with talent and units that get the job done.

There are a few that stand out, whether you want to play the game or just have a fascination with the lore. There are countless heroes, warriors, and units in the war-torn 41st millennium. Warriors will always Who isn't intrigued by space, the great unknown? Humanity for thousands of years has yearned for the skies and while we may live long enough to see the beginnings of true space exploration, that is still some time away. In the meantime the only thing we can do is play some excellent sci-fi Is the wait killing you?

So many quality titles have already been announced — with more being announced each week — that the wait is Age of Sigmar, the newest tabletop wargame by Games Workshop, has been hitting shelves with new armies and models since Taking place after the climactic Warhammer: End Times, it carries over both the bloodthirsty and noble forces of Which Warhammer 40k Armies are looking great this year?

Crush your enemies in these amazing strategy games similar to Starcraft! Once the most popular thing around, the RTS genre seems to be slowly dying out. If blood, guts, and gore are what you are looking for in your video games, look no further.

In the following list there will be no lack of blood. In many games, blood and gore are highly exaggerated. Though sometimes unrealistic, bloody FPS Some of the titles that Lierop has worked on include Dawn of War - rated 8. Each one looks like someone painted Westminster Abbey black, chucked a prow on the end, and hooked it off into deep space.

Battlefleet Gothic: Armada is an RTS where these stately, miles-long ships swing about on a 2D plane that emulates both a tabletop and the ocean. They do battle like it's the age of sail, complete with broadsides and boarding actions, though troops insert via torpedo rather than swinging over on a rope with knives between their teeth.

The other thing about Battlefleet Gothic: Armada that feels like the age of sail is the time scale. Even with the speed set to its fastest, getting into position at the start of an engagement takes a fair old while.

And then by the time the fleets make contact, there's so much micromanagement it can feel overwhelming even slowed down. It's deliberately paced this way, tempting you into mistakes and collisions that will cost you a capital ship with the population of a city inside it.

A singleplayer FPS that's part looter-shooter, where you'll find a bolter and five minutes later swap it for a lasrifle because it's a higher rarity tier. It's also a movement-shooter, with wall-running, dashing, sliding, a grapnel, and augmetics that let you double-jump, slow down time, and more.

Even your dog has an upgrade tree. Each fight's a high-speed zip around a huge environment, abusing automatic takedowns for a window of invincibility and some health. That said, the animations frequently look garbage and sometimes the whole thing breaks. There's a nonsense story that expects you to have read all the Kal Jerico comics I have , and cared I didn't. Side missions, which increase your rep with factions including genestealers and Chaos cults, are separated by difficulty grade—but some are always hard and others, where you can ignore the endlessly spawning enemies to zipline around completing objectives, are always easy.

And yet, it's really fun. The combat's hectic, and you end up with so many abilities it's like Borderlands only you're playing all the classes at once. Every level is a perfect evocation of the setting, whether corpse-grinding factory or maglev megatrain, with dead-ass servitors controlling doors, cargo ships, and even the bounty board.

One of the villains looks like Marie Antoinette gone Mad Max. If you like 40K enough to read this list, you'll probably like Hired Gun. When I wrote about Sanctus Reach, I said other games do what it does better. That was before Battlesector came out, but it's a perfect example.

It's the same kind of mid-sized turn-based tactics game where you control squads and vehicles rather than a handful of individuals or massive armies, but what Battlesector gets right is that it gives troops personality. That's thanks to a momentum system that rewards you for playing to type, with bloodthirsty Blood Angels scoring points for killing enemies close enough to see the whites of their eyes, the swarming tyranids for staying within range of a hive leader, and the sadomasochistic Sisters of Battle for taking damage as well as dealing it.

It would be even better with some kind of veterancy system for squads rather than just HQ units, but Battlesector remains a cut above. There are other Panzer General-alikes with 40K trappings, but this one was straight-up made in the Panzer General 2 engine. It's got the tactical depth you want thanks to a collection of pixel units who all work slightly differently, with every turn a stream-of-consciousness where you're thinking things like, "If I attack this guy the heavy weapons will be able to support, but the jetbikes are in cover so they can make a pop-up attack, but then there's a unit who can attack and fall back in the same turn The campaign lets you play as the eldar, colorful but stone-faced murder elves with psychic powers and a weapon that unspools a long monofilament wire inside your poor enemy's body to reduce their organs to soup.

They can summon an incarnation of their war god inside a shell of superheated iron, and they charge into battle wearing harlequin pants. It's a crime more 40K games aren't about them instead of the same four chapters of space marines every time. The first of the many attempts to turn the Space Hulk board game into a videogame remains one of the best for two reasons.

An innovative freeze-time mechanic lets you transition into turn-based mode where you can move your five space marine terminators around like you were playing on a tabletop—but gives you a timer. When it runs out, you have to play in real-time, bouncing between them in first-person and the map to keep your squad alive while genestealers boil out of the walls.

Manage that for long enough and you earn more freeze-time, and the relief of switching back is intense. The other thing it gets right is the atmosphere. Spinning wall fans chunk away, unknowable alien sounds echo down the corridors, and somewhere in the distance there's a scream.

When marines die their screen goes to static, fuzzing out one by one. Plenty of videogames have been inspired by Aliens, but few of them do the panicky "game over, man, game over" moment as well as this. It's brutally difficult, but that's because it's not really a strategy game—it's horror.

In the 40K universe faster-than-light travel is made possible by briefly hopping over to a universe next door called Warpspace, where distances are contracted.

The downside to Warpspace is that it's inhabited by the Ruinous Powers of Chaos, gods who represent and are fueled by the dark urges of mortals. Chaos wants to spill out of the Warp into realspace, and when they do you get places like the Eye of Terror, a hellish overlap at the edge of the galaxy. Near its edge is the Imperial world Cadia, a bastion that stood firm against multiple excursions led by the forces of Chaos—until the 13th Black Crusade, when Abaddon the Despoiler crashed a gigantic alien starfortress into it.

This happens several minutes into Battlefleet Gothic: Armada 2 while you're playing the prologue campaign. It's a hell of a spectacle. This sequel improves various small things about the spacefleet RTS game, adds campaigns from the perspective of the insectile tyranids and Egyptian robot necrons, and leaves its core of 2D sailing ship combat intact.

The one big thing it changes is that sense of spectacle, understanding what we want to see is entire worlds falling and a galaxy in flames. Where the first Dawn of War is about masses of tanks and a screen full of lasers, Dawn of War 2 gives you just four badasses, maybe eight replaceable squadmates, and a bunch of special abilities.

It's not about researching at your base until you've put together an unstoppable force—most missions begin with you falling out of the sky, sometimes squashing a few enemies, and then it's on. A typical battle involves parking the heavy weapons and sniper in cover, charging in with your commander, then telling the assault squad to jump-pack over the top.

After that it's a matter of setting off abilities as they come off cool-down. The boss fights can be chores, but maps where you're on the defensive , outnumbered by hordes of tyranids or whatever, are excellent—both in singleplayer and the Last Stand, a three-player mode with waves of enemies and unlockable wargear. Final Liberation is a strategy game that gets the scale of conflict in the 41st millennium spot on, with a mixed force of Imperial Guard and Ultramarines having to not only pool their forces, but then unearth an entire lost legion of titans to repel an ork invasion on a planetary scale.

The orks are faster and brutishly hard to put down in hand-to-hand, but you have artillery on your side and, as the Tyrant of Badab said, "Big guns never tire. Every turn is a cautious advance, trying to keep the speed freeks away from your bombards and flatten buildings with thudd guns just in case orks are about to pop out of them, while staying the hell away from the gut buster mega-cannon that obscenely juts out of the gargant's undercarriage.

The peak of the 40K games to come out of the s, Final Liberation has two extremely s things about it. The first is its heavy metal soundtrack, and the second its FMV cutscenes. Both are cheesy in exactly the right way, clearly being taken seriously by people unconcerned with the ridiculousness of what they're doing.

Criminally underrated because it came out after a string of middling games with the words Space Hulk in the name, Tactics is the best of them. It's an adaptation of the board game that understands what makes it fun—the asymmetry of five clunky walking tanks pitted against limitless numbers of speedy melee monsters—and also understands that it's even more fun if you can play either.

Tactics has an entire genestealer campaign, and finally getting to be the aliens is a blast. It doesn't skimp on the marine side either, and the AI plays genestealers like a tabletop player would, lurking around corners until enough gribblies have gathered to charge an overwatching marine en masse, knowing his bolter's going to jam eventually.

Where Space Hulk Tactics makes additions to the board game's rules, like cards that give single-use bonuses, and a maze-like map of the hulk to explore, they're well-balanced and complement the base. In fact, they feel like they could be from one of Games Workshop's own expansions to the original. While you can control from first-person for that Space Hulk experience, played in isometric view this is finally the XCOM-but-with-space-marines everyone wanted.

During the dark heyday of the third-person cover shooter, Space Marine was a revelation. Why would an armored superhuman need to crouch behind a waist-high wall? Space Marine isn't having a bar of that. You regain health by killing bad guys up close, charging forward with your chainsword or slamming down out of the sky thanks to the best jetpack ever.

Each fight reminds you this is what you're genetically engineered to do, and early on there's a quiet moment where you enter an Imperial Guard base and wounded soldiers several feet shorter than you look up in awe. It nails the fantasy of being a space marine. Specifically, of being Captain Titus of the Ultramarines voiced by Mark Strong, a man born 39 millennia too early.

The Ultramarines are the chapter of choice for 40K videogames because they stick to the book. They aren't like the Space Wolves with their fangs and Viking schtick, or the Blood Angels and their periodic descent into the Black Rage. You don't have to explain anything extra to an audience who don't know the setting with the Ultramarines. Because they're boring. Space Marine lets them be boring so Titus has something to rebel against. Narrow By Tag Games Workshop Strategy Sci-fi Singleplayer Multiplayer Action Featured Bundle.

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