Warhammer 40.000 Sanctus Reach: Horrors of the Warp - Review

    Warhammer 40.000 Sanctus Reach: Horrors of the Warp - Review

    Warhammer 40.000 Sanctus Reach is a strategic (but perhaps it would be more correct to say tactical) turn-based product set in the gloomy universe of the 41st Millennium, a setting that it shares with Space Hulk: Deathwing and with another upcoming turn-based strategy, Gladius: Relics of War, which sees us in the first instance at the head of a contingent of Space Wolves, one of the most iconic chapters of Space Marines, engaged in the reconquest of the planet of Alaric Prime, a world fallen prey to an endless horde of Orks, the wild and brutal greenskins .



    Warhammer 40.000 Sanctus Reach: Horrors of the Warp - Review

    Sanctus Reach, the first turn-based strategic game with this setting, takes a lot both in terms of mechanics and visual rendering from the original tabletop wargame with miniatures. The original game, as we have already said, saw only two types of armies clash, Space Wolves and Orks and, even if the number and variety of units that could be deployed was really huge, probably the most complete roster of units present so far in a game on Warhammer 40.000, however, two specific armies remained limited here.

    Fortunately, Slitherine, also the manufacturer of Gladius, has released two distinct DLCs, which expand the available campaigns and the usable units for all factions. The first DLC, Legacy of the Weirdboy, finally allowed to conduct an entire campaign in the role of the Orks (which in the base game was only possible in Skirmish and Multiplayer mode) while the second, Sons of Cadia, added a further playable lineup and related campaign, the Astra Militarum, and more precisely the granite regiments of the Cadian Guard.


    These two DLCs, which have added not a little meat to the fire of Warhammer 40.000: Sanctus Reach, have now also been added Horrors of Warp, the third expansion that sees none other than the Pernicious Powers take the field this time, in the case of a tremendous Chaotic invasion force that has decided to emerge from the Warp near the Sanctus Reach and take it out on the very unfortunate world of Alaric Prime, as if it didn't already have enough problems.


    Warhammer 40.000 Sanctus Reach: Horrors of the Warp - Review


    Horrors of the Warp adds a lot of content to everything previously available, the first of which is a brand new army, that of the Demons of Chaos with related units which, however, and here comes the sore point, will be usable by the player only in skirmish and multiplayer mode and not in the new campaign introduced, which will instead see us once again in command of the Space Wolves. A truly unique choice of gameplay, as playing as chaotic is really fun, as it is a diverse, strong and truly versatile army.

    The DLC also adds bonus missions to the head of the Orks, a sort of introductory prequel to the campaign we're going to face with the Space Marines.

    If you love the Warhammer 40.000 universe and have already squeezed out Sanctus Reach, Horrors of Warp is a must buy, as it adds so much and greatly improves the content of the base game and previous expansions. The new campaign offers a lot in terms of playability and represents an excellent level of challenge, definitely not to be faced if you are a beginner, as it will involve a lot of our beloved Wolves. Too bad for the choice not to offer a campaign dedicated to Chaos, which would certainly have added depth and longevity to what, however, looks like an excellent product.


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