Tyranids have access to a multitude of close-range weapons and dash attacks, while Chaos is almost entirely long range accurate laser weapons. There’s also a lot of variation between the races. All human factions have access to the Nova Cannon, but the Adeptus Mechanicus uses it like they’re 40s at a frat party (absolutely mandatory). While there are major differences in how similar factions play, there’s a lot of overlap in what kinds of weapons they bring to the field. You’ve got the Orks, Tyranids, Necrons, Eldar, Evil Eldar, Magic Eldar, Humans, Other humans, Other Other Humans, Chaos Humans, Tau, and Tau. While the original game launched with only 4 factions (up to 6 with the DLC), Armada 2 launches with a whopping 12. It’s more of a Call of Duty: Modern Warfare 2 level of, “same shit, but better,” rather than a Resident Evil 7, “out with the old, in with the new approach.” The most obvious improvement is to the roster of teams. So why buy Battlefleet Gothic: Armada 2 when there’s a perfectly good Battlefleet Gothic: Armada still available? Well, Armada 2 adds a number of gameplay features that set it on firm standing above the original. If you’re the kind of person that prefers strategy over micromanagement, then Armada is probably your thing. It’s uniquely slow and tactical for a modern strategy game, far closer to the speed of Total War than Starcraft. The Armada series also manages to faithfully adapt the board game into a digital format, updating and streamlining mechanics while eliminating the cumbersome dice and unit cards that make tabletop gaming so inaccessible. Armada 2 starts with a whole planet exploding, and only ramps up from there. Games rarely get the feel of Warhammer 40k right, but the Armada games really give you the sense that billions of people senselessly dying is just a normal Tuesday. As I don’t want to repeat myself, I’ll just quickly recap the things that make the series special.
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