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Warhammer 40,000: Deathwatch – Tyranid Invasion: step-by-step destruction

We are facing the infrequent case when the game everything is clear even from the title. And so the case is quite rare, when, if the name didn’t work for me – better to pass. Seriously. You are not welcome there. For understanding same – see text.

The game is made that is called “by fans and” – the same one, by the way, the Studio, and Warhammer Quest. They (games) in General, and something similar and here and there turn-based combat card and running the show. Only in the case of Warhammer 40,000: Deathwatch, strong roll to the side, of course, the remote battlefield.

Here’s the deal – the brave space Marines are made from different divisions (there is even a “Space wolves”, about a separate game, let’s see – there are real scumbags), it is necessary to eliminate the tyranid invasion. Who are little versed in the universe, who knows – to eradicate the tyranids, in General, impossible because it is race-Roy, submit a higher intelligence. Most likely, with tyranid Blizzad did their “Zerg”. So here is to not kill them all: a hundred chipped insects will come one thousand. A thousand – million.

Perhaps that is why the emphasis in the direction of, uh, tactical operations: a small group of soldiers you planted in strategic places, and doing something nasty. Nonsense often punished, so that the mission structure is all clean, to stir up the nest, hold out ten moves, while you will choose. The last stage is the most terrible, but hardly Warhammer 40,000: Deathwatch is a complex game. It just doesn’t have his sword unsheathed.

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Five or six soldiers. Action points. Like – tell another. Fighters of the near, middle and distant battles. A small map. You know, right?

All on the altar of tactics and intelligible actions. The kids go in General, a little, but can a lot of and willing to shoot – if on the field shone tyranids, it is easy to neutralize. For these cases there are rifles, machine guns, pistols, flamethrowers. That’s just not always find on who to use. “Fog of war” which rarely is an important factor that should be considered. In Warhammer 40,000: Deathwatch “fog” should be taken into account – almost the entire map is covered in intimate darkness. It can be anything: biological landscapes or…a scattering of enemies. The second option is especially annoying when you find that out, spending all action points. This Warhammer 40,000: Deathwatch something like X-COM in the first place not to kill, and to reconnoiter the situation. And then – in the course of the entire Arsenal.

The game has some interesting tactical decisions. First, your armored thugs different – someone with a shoulder chops, but bad shoots. Someone whips out a machine gun, but by and rare. Someone stable machine chirps, but that’s his only plus. Space Marines, though not human, is imperfect: all their problems. It should be considered. The second caveat is the ability. You can, for example, to enable preventive attack – to give half of action points, that soldiers opened fire during the opponent’s time – if the tyranids get into his field of vision. Function good – you never know what will come out of the darkness this time.

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Between missions Warhammer 40,000: Deathwatch includes the card system that was so annoying in all Space Wolf. Weapons, new characters, armor – all on the cards. One you give at the end of the mission, set at the end of the episode. If you’re lucky, quickly delivered with thugs of all stripes, hung with plasmapause. If you’re not lucky – well, card pack you can always buy with real money.


Why not buy a soldier’s experience of battle. For each killed monster the hero of the day” gets sickly increase, and the remaining incentive prize. Also an interesting thing – you can’t take one guy and all of them cut: get a striking difference in levels. Best of all, when all the sisters on earrings, but one another, and a ring – trust me, the leader and the bouncer is useful to you: will have someone to push the issue, if anything. The experience, of course, is to improve the basic characteristics, and the discovery of new abilities. It’s not unusual.

Perhaps some phrase in the spirit of “from Warhammer 40,000: Deathwatch cannot break away” will be a lie – it is possible to break away, especially if you don’t know anyone involved (and by some miracle you read to the end). But the game really interesting: a good tactical strategy game in a popular and intelligent (why are only religious allusions) setting. Adequately, in General. But the schedule was a complete failure.

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