Warhammer 40,000: Sanctus Reach - Legacy of the Weirdboy (DLC)
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I have a spreadsheet comparing Slitherine's 40K tactics output going back to Armageddon, and Sanctus Reach sits in an interesting spot on it: higher unit depth than its score suggests, lower moment-to-moment excitement than its fan reviews imply. The core is a grid-based turn-based tactics game that actually respects the source material in ways that matter. Armour penetration is a real mechanic, meaning your Bolter-armed Grey Hunters are useless against a Dreadnought unless you route proper anti-armour units in. Cover, flanking, and reaction fire (the game calls it overwatch) create a genuine decision layer at the end of every turn as you set each unit's arc. The points-buy army construction before each mission forces you to think like a list-builder, not just a button-presser. The unit progression is the strongest hook and the clearest departure from the tabletop. Your Space Wolves, Orks, Astra Militarum, or Chaos Daemons (the last two arrive via DLC) accumulate experience, unlock abilities, and can reach a point where a single teleporting Dreadnought with a master-crafted weapon and void shield is essentially a one-unit wrecking crew. That power curve is probably too steep, but it makes the persistent campaign roster feel genuinely yours. Losing a levelled Grey Hunter to a bad overwatch decision hurts in a way that disposable units never do. The three DLC campaigns, Legacy of the Weirdboy, Sons of Cadia, and Horrors of the Warp, each add a distinct faction with genuinely different playstyles. The Astra Militarum are entirely range-dependent and melt in melee, which demands a completely different approach to positioning than the Space Wolves' all-round toolkit or the Orks' pressure-forward aggression. Chaos Daemons add devotees of all four gods, each with warp-derived abilities that the base factions cannot answer conventionally. The complete package is meaningfully bigger than the base game. The problems are real and worth naming up front. The AI is slow and passive. Watching the enemy take its turn can run long, and the decision quality rarely justifies the wait. Mission variety is thin across all campaigns, cycling through a small set of objective types that all resolve into "hold ground and shoot things." Map design leans on pre-built parts assembled without much craft, and the lack of environmental storytelling means every battlefield feels anonymous. The UI is functional at best and actively hostile at worst, with stat screens that require four clicks to confirm information that should be a tooltip. Performance has also been an issue historically on lower-spec hardware. Here is the honest newcomer case though: if you have never played a Slitherine wargame and the 40K setting is what draws you here, the early campaign missions do a reasonable job of introducing mechanics without punishing small errors. The first few skirmishes are forgiving enough to teach reaction fire arcs, cover bonuses, and the armour penetration system at a pace that does not overwhelm. Veterans will find the opening hours slow, but the mid-campaign point where your roster starts snowballing into something genuinely powerful is worth reaching. Buy base plus at least one DLC, the community broadly agrees Legacy of the Weirdboy is the most complete early addition, and you have a low-friction weekend wargame that scratches a very specific itch.
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Información del juego
- Desarrolladora
- Straylight Entertainment
- Distribuidora
- Slitherine Ltd.
- Fecha de lanzamiento
- 19 ene 2017
