WH40K: Armageddon is a wargame set in said universe. Gameplay-wise it is reminiscent of Panzer General and all the clones that were spawned from it. I.e. it is a populist wargame for the masses. It differs from Panzer General in that it's more of a tactical level game. So you have hexes that infantry can enter, but vehicles cannot, and fire ranges are generally quite long for a wargame.WH40K: Armageddon is a wargame set in said universe. Gameplay-wise it is reminiscent of Panzer General and all the clones that were spawned from it. I.e. it is a populist wargame for the masses. It differs from Panzer General in that it's more of a tactical level game. So you have hexes that infantry can enter, but vehicles cannot, and fire ranges are generally quite long for a wargame.
The graphics are not special, which is IMO forgivable in such a wargame. I did like the explosions and weapons effects, but the terrain is the weak-point, being quite bleh, unintuitive, and doesn't fit the isometric units. The UI on the other hand is undeniably primitive, which is less forgivable. There's only a limited number of tooltips and a number of game mechanics aren't explained. Morale seems to be simply the colour of the strength of a unit, with presumably red = bad? I'm not sure, and reading the fine manual is not very illuminating. Keyboard shortcuts are more or less trial-and-error (they are not listed in the manual). I noticed issues, for example minefields can attack adjacent unit (with a strength 0 attack) even though they have a range of 0 (with a strength 60 attack).
The tutorial campaign is pretty dull and doesn't really function as a tutorial, which sort of begs, what's the point? Also the narrative is dull and nonsensical, and there appears to be only limited event scripting in the engine. You can only play as Imperial Guard, which is an obvious shortcoming of a game set in a diverse universe.
There's a general shortcoming in that most units have a 2-3 range attacks, but there's no zone-of-control extending out this far. Hence replacements can be ordered to bring a unit that is in-contact with the enemy back up to full strength. Sorry game designers, but this is really bad game design that just leads to silly 'tank-and-heal' tactics that have no place in a wargame. There's no limit to the number of command units, so hey, make all your infantry company commanders and never have morale issues. The most OP arrangement I've found so far is some mix of screening tanks and scouts to find targets / tank for a bunch of artillery, with 1-2 infantry for capping control points, which makes for a dull game. Basically Panzer General was always a rock-paper-scissors game between panzers-artillery-infantry or air defence-fighters-bombers, etc. Here there's just artillery, blowing away everything. There's no logistics or supply mechanics either, that I can see. So it's basically just a matter of timing your mashing of the replacements button and mowing through legions of enemy units. Overall one has bought a tactical-level wargame that has the depth of an RTS.… Expand