You'll choose those behaviours yourself, and can alter them mid-mission if necessary, which should provide a sense of control without the need for rapid micromanagement. While you can directly intervene, the fleet should be able to handle itself thanks to a set of behaviours assigned before battle commences. Apart from your Admiral's ship, every vessel in your fleet will respond to the changing situation during a mission without waiting for commands from on high. Naval battles are the inspiration, so manoeuvring into position to launch broadside attacks or ramming or boarding actions will be more important than being able to monitor and operate hundreds of weapon systems simultaneously. It's realtime, with no turn-based option, but the pace will be slow enough to allow for careful planning, as befits the hulking great ships that are at the heart of the game. The two aspects outlined above - the possible fates of planets and of captains - help to explain how campaign and combat will work, and how they'll capture the flavour of Warhammer 40k.įirst, let's cover combat. Armada isn't aiming to be a direct digital adaptation of the Battlefleet rules but it won't be a linear RTS wearing borrowed insignia and uniform from a popular mythology. The chain of events that can lead to an individual execution or a planetwide Exterminatus seem like they're key to an understanding of the game Tindalos are hoping to make. How does a dynamic campaign including possible Exterminatus orders on planets that fall under enemy control sound? How about captains with skills that develop over time and personalities that can lead them to disobey orders? Of course, this being the grImperium, anyone showing disobedience to a superior's commands can be executed, restoring order. ![]() ![]() Armada is packed with clever ideas and I've dissected them below. Now, following a meeting with the developers yesterday, I have all of the details necessary to soothe concerns. We knew that the game would be real-time rather than turn-based, which was cause for concern in some quarters, and that four factions would be available. The news that an adaptation of Games Workshop's Battlefleet Gothic was in development made for happy reading last week but solid facts were thin on the ground.
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