Thursday, July 12, 2018

Warhammer 40,000: Gladius – Relics of War Gameplay Review

I'm playing Warhammer 40,000: Gladius – Relics of War, a turn-based 4X strategy game by Proxy Studios and Slitherine.


Featuring both single player games and online matches on randomized maps, the goal is to either defeat all other factions or complete the main quest line. The four factions (Space Marines, Imperial Guard, Necrons, and Orks) have subtle differences between them (units, resource usage, expansion rules). Cities expand into surrounding tiles to increase building slots and provide resource production bonuses for food, ore, energy, research, and influence. Maps typically include interesting choke points, artefacts and outposts to capture for bonuses, and very dangerous creeps that will decimate starting armies that don’t stick together. Units, especially heroes, can be equipped with some interesting experience-based abilities, but all factions include “basic” and “more powerful” versions of infantry, vehicle, and hero units. Only one unit is allowed per tile, so the more powerful variants are desirable once unlocked through research. Research options are varied and tough to choose between, while diplomatic options are non-existent (everyone hates everyone). The AI plays the game well enough, attacking when (and where) you are vulnerable, pulling back when needed, and expanding into appropriate regions. Coupled with the hostile nature of the game world, the game can be a challenge. Warhammer 40,000: Gladius – Relics of War takes the formula of Pandora: First Contact and applies it to a different setting, adjusting just enough game mechanics to make it stand out on its own.