Heave to and prepare to be boarded by this review of the latest
Warhammer 40000 adaptation, Battlefleet Gothic: Armada.
Battlefleet Gothic: Armada
The 12th Black Crusade has begun, the Gothic sector is
besieged, and suddenly the tormented embrace of the Immaterium hellscape
doesn’t seem quite so terrible. Perhaps the terrors of the warp are worth
risking to escape the material dark; the horde of Abbadon the Despoiler, the
lunatic Greenskin menace, and the sleek swords of the Eldar.
The brooding, gothic darkness of the Warhammer 40,000
universe has rarely been captured so purely. The essence of Battlefleet Gothic:
Armada is, I believe, as refined as that of Relic’s venerable Dawn of War
series, the scale however is quite different. In Battlefleet Gothic you command
fleets of warships, not squads of Astartes, defend whole sectors, not merely
outposts. The essence of which I spoke hangs between the wrought spires of the
Imperial Navy cruisers, it oozes from the ever-undulating skins of the possessed
hulls of the dreaded Chaos armada, it’s an intoxicating melange of visual,
auditory, and written flare.
Unlike the retired table-top game from which it draws its
name and much of its design – having never played the original game I am
speaking only of surface details; visuals, combat capabilities, weapons, and so
fourth – Armada’s battles unfold in real time. Engagements are high speed
affairs that demand keen senses and which decision making. Broadsides, prow
bombardments, boarding actions, strategic/suicidal ramming, you’ll do all – you
have to do all, often simultaneously.
Every ship has a point value, each battle has a point limit;
you may only lead two or three ships into a given battle, your whole fleet may
comprise of perhaps a dozen. This may sound acutely limiting, boring even, yet
in my experience every battle is a frantic click-fest, frequently difficult
ones at that; only the initial tutorial missions may be described as ‘easy’.
Getting to grips with Battlefleet Gothic can be tough,
particularly in the early going. Between pre-release builds and the shipped
game, I’ve played around fifty hours, at the time of writing, and felt at least
competent for about half of them; in those first few hours, it was all I could do
to escape total eradication in every battle I fought. Part of its high barrier
to entry is the pace, but mostly I attribute it to the tightness of the ships
and combat mechanics. You are not afforded much room for error; combat is fair,
the enemy AI plays by the same rules, but unlike you it doesn’t have to try to
remember the effective ranges of a half dozen weapon types at any given time.
The game does little to school you in such matters; dialogue
in the campaign will tell you Eldar ships are fast and that Macro cannons are
poor at long range. I firmly believe however, hours at the helm are needed
before one can truly learn how to exploit, or conversely manage these concepts.
This is not a strategy game like Starcraft, one whose
gameplay is simple on the surface with the true depth experienced only by those
who dedicate themselves to it. No, Battlefleet Gothic requires some
understanding of its complexities to make it through battles on even the
easiest difficultly setting. Now that is not to say I think this game is
categorically hard, rather it requires its mechanics to be explored and
practiced.
It is the double edged sword, almost as old as the medium; the
game asks you to put in the work, to thus be rewarded, but that work may be
more than you’re willing to undertake.
The pace of the combat can be slowed at any time, through
the ‘Tactical Cogitator’ – each playable faction has an equivalent – though it
never stops completely. This is essential to managing multiple ships
simultaneously, which is in turn crucial to securing victory. There are various engagement options; desired
range, desired use of prow or broadside weapons, passive buffs, active
abilities, speed and directional controls, and more. Key to ship movement are
the manoeuvring options, that manifest quite differently in the case of the
Eldar ships, for most factions though these allow sharp turns and dead stops
into or out of danger, limited by their own associated energy pool. In short
there is a lot to do with any ship at any time, and again, if you want to win
you have to learn to do most if not all of it.
There are four factions; Imperial Navy, Chaos, Orks, and
Eldar, each with distinct play styles. Ships are spilt into classes from nimble
and expendable escorts, up to death dealing battleship behemoths. Within these
classes there are numerous ship variations; similar designs with different
armaments, and therefore different applications in battle. Each ship, with the
exception of escorts, can be renamed, levels independently, has technology and
crew upgrades, unlockable abilities, and in time can be awarded favours –
alignment to various parties or gods within its respective faction. Sadly,
while there are individual captain portraits, there is no captain progression,
they are not even named.
The breadth of your fleet and the ships you can recruit,
increases as your admiral levels up, there are separate fleets in multiplayer,
single player skirmish, and campaign. Fortunately, you don’t lose these ships
entirely if they explode in battle, or their captain turns traitor, they may be
out of action for a couple of turns and costly to repair though. You can save
your ships from temporary destruction by ordering them to flee from battle,
though you do run the risk of them being waylaid in the tempestuous warp
however. In both the campaign and multiplayer there is the concept of turns
between battles, so having your heavy hitters out of action for a turn or two
could spell disaster for future battles.
In the multiplayer and single player skirmish you can take
command of any faction, each with their own fleet progression and stylised interface,
the campaign is a strictly Imperial affair however. The campaign features an
XCOM-style strategic layer, hence the turns between battles. As the earnest
Admiral Spire, you attempt to defend the fifty star systems against the
decadent heretics and foul xenos, each system yields certain resources and thus
not all are of equal strategic importance.
There is story, a light narrative, providing context more
than anything. It is well written for what it is, demonstrating a keen diligence
in its use of the Warhammer 40000 lore, though there are some issues with the
games’ English text here and there.
The campaign has a decent number of crafted missions and set
piece moments; you’ll engage Abbadon’s Planet Killer, for example – assuming
you hold out that long. Most battles however fall into the same half dozen
objective types; straight up clashes, to the more asymmetric assassination and
data acquisition missions, where guile is valued above firepower. These
missions are by their very categorical nature repetitive, though I haven’t yet
tired of them; they continue spawn challenging combat scenarios.

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