- Ogryns and stormtroopers... where are they? They were in the 'Weapons of War' videos. I haven't finished the campaign yet, but I already have titans and these two don't show up in the editor either.
- Unit progression in the campaign is odd to say the least. It goes something like: tutorial-nothing-nothing-some russ variant or something-nothing-nothing-ALL SUPERHEAVIES AND TITANS AND SPACE MARINES-nothing-nothing-some random units that are weaker than what I already have. Needs some work.
- The upgrade system in the campaign. I can upgrade rough riders to ratlings.

- I don't expect this to be a 100% adaptation of tabletop rules or 40k lore, but some things are just really, really weird. Lascannons have very low AP and are just horrible at everything, battle cannons have 0 AP and struggle with even light vehicles, shootas have 25AP and kill Leman Russes left and right, IG command squad wipes out orks in close combat like it's nothing... what the hell is going on here?
- Implementation of flying units is horrible. I can kind of accept that I can't park them on a hex with another unit, but being unable to pass over some terrain types is just stupid. Flyers are also terrible at spotting for some reason.
- The bomber unit you get in one of the missions, what's the deal with that? They only have autopistols, no bombs of any kind. Is that supposed to be the human bomb squad from the early days of 40k? Why don't they have bombs? Am I missing something or it's just unfinished content?
- Balance is all over the place. Some units are a waste of resources (most infantry, sadly), some are very niche and some just kill everything. A lot of work needed here.
- Infantry units are too weak. There are few decent ones, particularly on maps with lots of cover, but generally infantry is a waste of resources.
- Why are only some infantry units equipped with close combat weapons? I think they all should have them (even if it's very weak). I mean Steel Legion command squad is a beast in close combat because they apparently all have power swords (?), but guardsmen, marines and shoota boys can't attack in melee at all?
- Deathstrike. No.. just no. Deathstrikes are basically nukes (or better), they shouldn't kill 1 ork with an attack. If you can't do deathstrike properly you could have used manticores instead.
- The way transport vehicles work is interesting. There are some issues with it, but it also works nicely in many ways. Don't really know how (or if)I would change it. I would maybe like to see transport units as their own squads too.
- AI is very uneven. It generally prioritizes the right targets, takes cover and moves smartly, but then sometimes it just sits and takes shots from your units over multiple turns without ever moving. It seems the AI works fine when it actually engages in a fight, but sometimes it doesn't engage at all.
- aside from "unmoved units warning" a warning for units that can still shoot is badly needed.
- I would love to see some indication of selected unit's weapon's range/LoS (like a slight glow on the hexes you can shoot) and a theoretical indication of this on a hex you hover over to move.
- What does experience actually do? How does cover work, which units benefit from it? Which terrain types affect different types of units and how? You don't explain a lot of things.
- It's probably too late for that, but I would love a unit buying system where I can select different options for base units. For example: leman russ - choose variant - that's X points. Choose hull weapon - that's X points. Sponsons? With what? X points. Extra armor/dozer blade - x points. As it is we, have some weird 'leman russ upgraded A' things. It would also be great for titans.
- and probably the biggest problem I have with the gameplay right now is that the unit that gets shot at retaliates every time. There are 3 issues with that:
1. It just makes no goddamn sense. A unit can suddenly shoot its guns 5 more times in a single turn depending on other units firing at it.
2. It makes range the most important stat on any weapon because the difference between a shot with and without retaliation is insurmountable. Units like thunderers or devil dogs might look good on paper, but in practice they get wiped out very fast because they take fire every time they shoot, and that's just on your turn. Until I got to superheavies and titans I just run artillery, destroyers (basically units with 4+ range) + a few infantry squads for spotting and absorbing damage, other units are just too inefficient, because they take fire at least twice as much.
3. It makes strong units even stronger and weak units even weaker. A bunch of tanks and anti-tank weapons should take down a superheavy with some losses, not maybe take it down after they all get nearly killed. As it is you take the smallest squads of strongest units you can, because you can't overwhelm big units with numbers and positioning. Very annoying.
This could be an interesting special mechanic on SOME units, but like this it breaks the game in my opinion.