My take on Armageddon
Posted: Thu Dec 04, 2014 10:36 am
Hi,
I have now played through the tutorial, act I and the first missions of act II and wanted to summarize my experience with Warhammer Armageddon.
Let me just say that I am a sucker for this kind of game. I played all of the original “Five Star” General games, starting with the original Panzer General, all the way to the Panzer Corps games. I’ve also played most of the WH40k games made, such as Final Liberation, Chaos Gate and Rites of War.
So what was I expecting? Basically, more Panzer Corps goodness with some 40k flavor thrown in.
Unfortunately, even after being a first day buyer and giving the game a decent chance, I am strongly disappointed.
I think the general production values are ok. I wasn’t expecting a triple A title, and I am happy with the look and feel of Panzer Corps. The unit graphics, sound and voice over are even somewhat improved in Armageddon when compared to PC. In particular, I like the different weapon animations, especially of the different Orc units. The game has a larger variety of infantry units and the drawing style somehow doesn’t benefit the tiny detail of multiple figures in a single hex. The super heavy tanks look great, however.
The more detailed artwork of the terrain hexes isn’t my cup of tea, but I guess this is a matter of taste. The reason may be that this style of game fits better to the country- and continent-spanning scale of Panzer Corps than the more tactical scale of individual cities as in most Armageddon missions.
So what are my issues?
The first and biggest is related to the game being on a more tactical level. Because of this, and due to the wide variety of weapons available in the 40k universe, the designers go down a road started with the old “People’s General” game. In an effort to model these weapons, units of all classes have widely varying ranges. This makes it basically impossible to protect individual unis by positioning as in Panzer Corps. In Panzer Corps, almost all units have a range of 1 hex, and knowing the enemies general angle of attack, it is possible to plan your advance in a way which exposes leading units to only a few attacks at a time, something a full-strength unit has a chance to survive. In Armageddon, no matter how you position your units, due to ranges of 3 or more hexes for many units, a single unit can easily suffer enough attacks to wipe it out, no matter how you positon it.
The second major issue is that the designers take away the “rock-paper-scissors” mechanic of Panzer Corps and replace it with a general “dakka-dakka” mechanic. What I mean is that in PC, each unit class had a designated role that made it valuable. Panzers are your blocking units that take the brunt of punishment and rule open terrain. Infantry fights in rough terrain and mops up after the panzers. Recon units had multiple movement steps, Artillery would provide defensive fire and provide attacks over range, similar to AA. Fighters had interception and Strategic bombers had persistent suppression.
Most of that has been watered down or taking away. Most importantly, there isn’t even aerial movement any more, making aircraft almost useless. Some tanks outrange most artillery units, and some infantry units provide supporting fire, whereas most artillery units don’t anymore. Suppression doesn’t seem to exist anymore. In Armageddon, most combats comes done to positioning your units in a way so they outrange the enemy and can whittle down their strength without retaliation, then you move cheap, useless infantry units in front of your expensive long range units, and accept the fact that they will probably be destroyed serving as a meat shield.
Again related to that is the way Armageddon handles resources, which prevents you from developing any kind of emotional attachment to your crack units, as one did in Panzer Corps. There are only green replacements, and they cost as much in combat as they cost outside combat. As replacements are automatically purchased after each scenario, and as you can disband a unit granting a full refund of the resources, there is NO reason to protect a damages unit. Even if it is a highly experienced unit, once it takes damage it is ruined, as replacements will be green, reducing the experience level. In Panzer Corps, you are faced with all manner of interesting decisions once a unit takes damage. Both green and elite reinforcements are available, and they are much more expensive during battle than between, so you have to decide whether to pull back a damaged elite unit to reinforce it after the scenario, pay a lot of resources to repair it in battle, or take a hit on experience and bring in green reinforcements. Also, experienced units have leaders and overstrength, making them unique. Why were all of these tactical options taken away?
The game also lacks the sense of progression provided by Panzer Corps’ campaigns. There is no historical progression, new equipment basically “drops from the sky” at certain points in the campaign. And each unit can be up- or downgraded paying only the point difference. (e.g. a Leman Russ can quickly be “upgraded” to a Baneblade and back, whereas in PC, you would be able to upgrade from a PzIV D to a PzIV F paying the difference, but not to a Tiger (new equipment). Why not associate the otherwise meaningless Glory score with the kind of equipment you are allowed to purchase?
Also taken away were ammo and fuel reserves, which compared to the rest of my complaints, are minor. They were replaced with new options, morale and multi-hitpoint units. Both of them are interesting but lead to my third major complaint, which is the game’s documentation/manual.
Morale feels important, but there is now explanation of what it does, how it is lost and how it is regenerated. You just have the impression that it is good idea to rest your units once in a while.
Same with all the stats. How do armor, damage, accuracy of units interfere with cover and defense modifications from terrain. If a three strength unit has 4 Heavy Bolters, is this 8 potential attacks? What does initiative do? Does suppression still exist? Why is there no detailed combat result preview anymore? What do the individual special abilities of units (such as “Fearless”, “Assault”, “Cumbersome” mean? Why does the manual state some units have recon movement, but then none of the units actually have it? Why does the manual state the vegetation attacks units, and then it doesn’t? Why is the function of rails and other terrain elements explained nowhere? How do you earn prestige? Is it in anyway related to your performance? Or are just dealt out fixed amounts after some scenarios and none after others? Is the campaign linear? Do your dialogue choices have any effect?
So to summarize, the game is well presented, but from a gameplay perspective, a number of strongly flawed choices were taken, which essential make the game a very limited strategy game.
I have now played through the tutorial, act I and the first missions of act II and wanted to summarize my experience with Warhammer Armageddon.
Let me just say that I am a sucker for this kind of game. I played all of the original “Five Star” General games, starting with the original Panzer General, all the way to the Panzer Corps games. I’ve also played most of the WH40k games made, such as Final Liberation, Chaos Gate and Rites of War.
So what was I expecting? Basically, more Panzer Corps goodness with some 40k flavor thrown in.
Unfortunately, even after being a first day buyer and giving the game a decent chance, I am strongly disappointed.
I think the general production values are ok. I wasn’t expecting a triple A title, and I am happy with the look and feel of Panzer Corps. The unit graphics, sound and voice over are even somewhat improved in Armageddon when compared to PC. In particular, I like the different weapon animations, especially of the different Orc units. The game has a larger variety of infantry units and the drawing style somehow doesn’t benefit the tiny detail of multiple figures in a single hex. The super heavy tanks look great, however.
The more detailed artwork of the terrain hexes isn’t my cup of tea, but I guess this is a matter of taste. The reason may be that this style of game fits better to the country- and continent-spanning scale of Panzer Corps than the more tactical scale of individual cities as in most Armageddon missions.
So what are my issues?
The first and biggest is related to the game being on a more tactical level. Because of this, and due to the wide variety of weapons available in the 40k universe, the designers go down a road started with the old “People’s General” game. In an effort to model these weapons, units of all classes have widely varying ranges. This makes it basically impossible to protect individual unis by positioning as in Panzer Corps. In Panzer Corps, almost all units have a range of 1 hex, and knowing the enemies general angle of attack, it is possible to plan your advance in a way which exposes leading units to only a few attacks at a time, something a full-strength unit has a chance to survive. In Armageddon, no matter how you position your units, due to ranges of 3 or more hexes for many units, a single unit can easily suffer enough attacks to wipe it out, no matter how you positon it.
The second major issue is that the designers take away the “rock-paper-scissors” mechanic of Panzer Corps and replace it with a general “dakka-dakka” mechanic. What I mean is that in PC, each unit class had a designated role that made it valuable. Panzers are your blocking units that take the brunt of punishment and rule open terrain. Infantry fights in rough terrain and mops up after the panzers. Recon units had multiple movement steps, Artillery would provide defensive fire and provide attacks over range, similar to AA. Fighters had interception and Strategic bombers had persistent suppression.
Most of that has been watered down or taking away. Most importantly, there isn’t even aerial movement any more, making aircraft almost useless. Some tanks outrange most artillery units, and some infantry units provide supporting fire, whereas most artillery units don’t anymore. Suppression doesn’t seem to exist anymore. In Armageddon, most combats comes done to positioning your units in a way so they outrange the enemy and can whittle down their strength without retaliation, then you move cheap, useless infantry units in front of your expensive long range units, and accept the fact that they will probably be destroyed serving as a meat shield.
Again related to that is the way Armageddon handles resources, which prevents you from developing any kind of emotional attachment to your crack units, as one did in Panzer Corps. There are only green replacements, and they cost as much in combat as they cost outside combat. As replacements are automatically purchased after each scenario, and as you can disband a unit granting a full refund of the resources, there is NO reason to protect a damages unit. Even if it is a highly experienced unit, once it takes damage it is ruined, as replacements will be green, reducing the experience level. In Panzer Corps, you are faced with all manner of interesting decisions once a unit takes damage. Both green and elite reinforcements are available, and they are much more expensive during battle than between, so you have to decide whether to pull back a damaged elite unit to reinforce it after the scenario, pay a lot of resources to repair it in battle, or take a hit on experience and bring in green reinforcements. Also, experienced units have leaders and overstrength, making them unique. Why were all of these tactical options taken away?
The game also lacks the sense of progression provided by Panzer Corps’ campaigns. There is no historical progression, new equipment basically “drops from the sky” at certain points in the campaign. And each unit can be up- or downgraded paying only the point difference. (e.g. a Leman Russ can quickly be “upgraded” to a Baneblade and back, whereas in PC, you would be able to upgrade from a PzIV D to a PzIV F paying the difference, but not to a Tiger (new equipment). Why not associate the otherwise meaningless Glory score with the kind of equipment you are allowed to purchase?
Also taken away were ammo and fuel reserves, which compared to the rest of my complaints, are minor. They were replaced with new options, morale and multi-hitpoint units. Both of them are interesting but lead to my third major complaint, which is the game’s documentation/manual.
Morale feels important, but there is now explanation of what it does, how it is lost and how it is regenerated. You just have the impression that it is good idea to rest your units once in a while.
Same with all the stats. How do armor, damage, accuracy of units interfere with cover and defense modifications from terrain. If a three strength unit has 4 Heavy Bolters, is this 8 potential attacks? What does initiative do? Does suppression still exist? Why is there no detailed combat result preview anymore? What do the individual special abilities of units (such as “Fearless”, “Assault”, “Cumbersome” mean? Why does the manual state some units have recon movement, but then none of the units actually have it? Why does the manual state the vegetation attacks units, and then it doesn’t? Why is the function of rails and other terrain elements explained nowhere? How do you earn prestige? Is it in anyway related to your performance? Or are just dealt out fixed amounts after some scenarios and none after others? Is the campaign linear? Do your dialogue choices have any effect?
So to summarize, the game is well presented, but from a gameplay perspective, a number of strongly flawed choices were taken, which essential make the game a very limited strategy game.