This DLC brings nuclear power to the game and provides a new game winning option - nuclear destruction. Nuclear destruction is available when one side can destroy the other without fears of being struck with nuclear return fire. A nuclear destruction strike can be done when there is a combination of two options - leading in the world nuclear dominance and leading in the game score. World nuclear dominance is achieved by developing nuclear technologies.
Each technology increases the nuclear firepower, by 10 in the early technologies and 20 in the later and more advanced technologies. The world nuclear dominance percentage is shown in the below menu next to the picture of leaders. Different percentages of nuclear dominance is required to win the game at different levels of difficulty. If any side meets the necessary requirements, that is leading in the world nuclear dominance and leading in the game score, a button for a nuclear strike will appear in lower menu in the game for the nuclear strike's authorization.
Proceeding the nuclear strike will bring the winning conditions to whichever side that struck and Armageddon to the World! See all. Customer reviews. Overall Reviews:. Recent Reviews:. Review Type. All 1 Positive 1 Negative 0. All 1 Steam Purchasers 1 Other 0.
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Show graph. Playing as Taven, a demi-god following his destiny to prevent the total apocalypse, players travel across cool locations from Mortal Kombat lore, including the Lin Kuei Temple, Sektor's Warship, and more. In order to save Earthrealm, Taven must discover the truth and defeat an equally almighty warrior.
There are multiple modes to choose from in Mortal Kombat: Armageddon, offering an interesting variety of gameplay experiences. As always, you can face off against the computer in Arcade mode or battle a buddy in Versus mode. Combat is bloody but fun, with each character having two unique fighting styles and a long list of special moves. The previously aforementioned Konquest mode contains the most hours of unique gameplay, so we recommend starting there.
In this mode, you'll control Taven as you fight in 3D environments, with occasional classic one-on-one fights scattered across levels. Konquest mode feels similar to the Mortal Kombat spin-off game, Mortal Kombat: Shaolin Monks , featuring special moves, environmental hazards, and boss fights. When compared to other Mortal Kombat story modes, Armageddon's Konquest is one of the best. In addition to the plus fighters available in the game, you can also create your own fighter, customizing their appearance and moves as you see fit.
You'll unlock new costume pieces throughout the game, but even better unlockable goodies can be found in the Krypt mode. As a final, wacky touch, you can even engage in some kart-racing action in Motor Kombat, a funny but limited racing mini-game mode.
If you love Wh40k universe, if you love turn-based tactic, if you have some imagination to submit how the battle would look like in real life If you love Wh40k universe, if you love turn-based tactic, if you have some imagination to submit how the battle would look like in real life better to say - if you love table-top games - this game is surely for you. I have a lot of pleasure playing this game. I mean, more video-movies, more cool wh40k pictures, more description on units and wh40k concepts some would say "better animation and graphic" but i totally dont care about dat.
Game is basic TBS strategy in line with the classic panzer general. Very good conversion of the Panzer Corps series into Wh40k universe. There are the traditional elements of core force which gains experience and carries on from scenario to scenario in the campaign.
Units are divided to different groups infantry, vehicles, tanks, artillery, air etc each of which have tens of different units that you can upgrade as the campaign progress. New things apart from the setting and units are that each unit can have multiple weapons with different stats. Also attack usually lead to counterattack, which gives more weight to attack range no counterattack if target is out of range. Units have health and are very varied on how many individuals there are in the unit the unit strength counter.
For example goblins can have as much as 40 unit strength when tanks usually have 5. Game feels much more fluid than Panzer Corps and the graphics have been improved a bit. Very enjoyable gameplay experience so far. Minor complaints come from some missing UI elements.
What is morale? How many points does reinforcement of unit take? How far can a unit see there is no unit stat to tell this? WH40K: Armageddon is a wargame set in said universe. Gameplay-wise it is reminiscent of Panzer General and all the clones that were spawned WH40K: Armageddon is a wargame set in said universe. Gameplay-wise it is reminiscent of Panzer General and all the clones that were spawned from it. It differs from Panzer General in that it's more of a tactical level game.
So you have hexes that infantry can enter, but vehicles cannot, and fire ranges are generally quite long for a wargame. The graphics are not special, which is IMO forgivable in such a wargame.
I did like the explosions and weapons effects, but the terrain is the weak-point, being quite bleh, unintuitive, and doesn't fit the isometric units.
The UI on the other hand is undeniably primitive, which is less forgivable. There's only a limited number of tooltips and a number of game mechanics aren't explained. I'm not sure, and reading the fine manual is not very illuminating. Keyboard shortcuts are more or less trial-and-error they are not listed in the manual. I noticed issues, for example minefields can attack adjacent unit with a strength 0 attack even though they have a range of 0 with a strength 60 attack.
The tutorial campaign is pretty dull and doesn't really function as a tutorial, which sort of begs, what's the point? Also the narrative is dull and nonsensical, and there appears to be only limited event scripting in the engine. You can only play as Imperial Guard, which is an obvious shortcoming of a game set in a diverse universe. There's a general shortcoming in that most units have a range attacks, but there's no zone-of-control extending out this far. Hence replacements can be ordered to bring a unit that is in-contact with the enemy back up to full strength.
Sorry game designers, but this is really bad game design that just leads to silly 'tank-and-heal' tactics that have no place in a wargame. There's no limit to the number of command units, so hey, make all your infantry company commanders and never have morale issues. Basically Panzer General was always a rock-paper-scissors game between panzers-artillery-infantry or air defence-fighters-bombers, etc. Here there's just artillery, blowing away everything.
There's no logistics or supply mechanics either, that I can see. So it's basically just a matter of timing your mashing of the replacements button and mowing through legions of enemy units.
Overall one has bought a tactical-level wargame that has the depth of an RTS. What a wasted opportunity. They took one of the most famous battle - first battle for armageddon and made out of it mediocre strategy at best What a wasted opportunity. They took one of the most famous battle - first battle for armageddon and made out of it mediocre strategy at best with dull story I just wonder how is that possible since there is beautiful fluff already in existence for years.
You have static pictures of units, when you order a move you watch them "glide" across screen. It's really awful to see a dreadnought gliding across map.
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