Total War: Warhammer 40K

Unleashing the Grim Darkness of the 41st Millennium in Total War. A Galactic Strategy Game We All Want

The Total War franchise, developed by Creative Assembly, has become a staple in the strategy gaming community since its inception with Shogun: Total War in 2000. With over fifteen main entries and numerous spin-offs, the series has evolved, introducing players to a blend of turn-based strategy and real-time tactical battles. The recent success of the Total War: Warhammer series has fans eagerly anticipating what could come next. A natural progression, given the immense popularity of the Warhammer 40,000 universe, is a Total War: Warhammer 40K.

Setting: A Universe of Endless War

Timeline and Location

The Warhammer 40K universe, set in the grim darkness of the 41st millennium, offers a rich tapestry of lore and conflict. The timeline spans over 10,000 years, providing ample opportunities for various story arcs. For a Total War: Warhammer 40K game, there are two primary periods to consider: The Horus Heresy and the current 41st millennium.

The Horus Heresy, a civil war within the Imperium of Man occurring in the 31st millennium, features iconic characters like Horus and the Emperor. However, it primarily involves human factions, limiting the diversity of playable races. Therefore, the current 41st millennium, with its numerous alien races, ongoing conflicts, and evolving narrative, is the ideal setting. This period allows for a broader selection of factions, each with unique gameplay mechanics and storylines.

Galactic Map

A key element of the game would be its map. Unlike the historical and fantasy settings of previous Total War games, Warhammer 40K spans the entire galaxy. A possible approach is to use a large part of the galaxy, expanding it through future DLCs. The galaxy could be divided by significant events like the Cicatrix Maledictum (The Great Rift), providing a natural boundary for different game areas and campaigns.

Planetary and Space Settings

The Warhammer 40K universe includes a variety of planets, from hive cities and forge worlds to death worlds and agri-worlds. Each planet type could offer unique challenges and strategic advantages. Space, too, would play a crucial role. Space battles could replace naval combat, with fleets engaging in void warfare, boarding actions, and planetary assaults.

Factions: Diversity and Expansion

A Total War: Warhammer 40K game should start with a diverse set of factions, each offering a distinct playstyle. Initially, four primary races could be included, each with two playable factions, similar to the structure of the Warhammer Fantasy games.

The Imperium of Man

The Imperium would be a central faction, representing humanity’s vast and oppressive empire. Unlike the historical settings where entire groups like Space Marines and Imperial Guard could be separate, they need to be integrated within a single faction for gameplay balance. The Imperial Guard can provide the baseline troops, while Space Marines would be elite units, accessible under specific conditions. This integration allows for a more cohesive representation of the Imperium’s military might.

Chaos Space Marines

Representing the heretical forces that rebelled against the Imperium, Chaos Space Marines would include sub-factions like the Black Legion and World Eaters. Each sub-faction could offer unique gameplay mechanics and thematic elements, such as the World Eaters’ focus on melee combat or the Death Guard’s resilience through plague and corruption.

Orks

Orks, the green-skinned brutes, would provide a familiar yet unique playstyle compared to their fantasy counterparts. Their gameplay could revolve around constant warfare and momentum-building through successful battles, reflecting their love for fighting.

Aeldari

The ancient and technologically advanced Aeldari would add an element of finesse and agility to the game. Their factions could include Craftworld Eldar, focusing on psychic powers and elite infantry, and the Drukhari (Dark Eldar), specializing in raids and fast attacks.

Additional Factions

Beyond these primary factions, there are numerous other races and factions that could be introduced through expansions:

  • T’au Empire: Known for their advanced technology and ranged combat proficiency, the T’au offer a stark contrast to the Imperium’s brute force approach.
  • Tyranids: These bio-engineered alien swarms could introduce unique mechanics focused on overwhelming numbers and biological adaptation.
  • Necrons: An ancient race of robotic warriors, Necrons could bring unique resurrection mechanics and powerful, high-tech weaponry to the battlefield.
  • Leagues of Votann: These space dwarves, recently reintroduced to the 40K universe, could offer a mix of sturdy infantry and powerful technology.
  • Genestealer Cults: Representing insidious infiltration and rebellion, they could provide unique strategic opportunities for guerrilla warfare and subversion.
  • Renegade Factions: Including those who have broken away from the Imperium, offering diverse playstyles and strategic challenges.

Gameplay Mechanics: Innovation and Tradition

Real-Time Battles

Adapting the traditional Total War combat mechanics to the futuristic setting of Warhammer 40K is a significant challenge. Despite the emphasis on ranged combat, melee engagements remain significant in 40K lore. Here’s how Creative Assembly could balance the gameplay:

Ranged and melee integration can be achieved by incorporating cover mechanics and urban environments to encourage tactical movement and positioning, similar to how Dawn of War handled combat. Vehicles and super units like Leman Russ tanks, Dreadnoughts, and Titans could function similarly to Warhammer Fantasy’s large monsters and artillery, adding layers of strategy.

Campaign Map

The campaign map could feature star systems and planets, replacing the provinces and settlements of historical Total War games. Each system could function as a province, with planets serving as settlements. Controlling a system provides strategic advantages and resources. Warp storms and rifts could act as natural obstacles and opportunities, influencing movement and strategy on the galactic map.

Faction Mechanics

Each faction in Warhammer 40K has unique traits and capabilities, which could be reflected in game mechanics:

The Imperium would need careful management of its various sub-factions, balancing resources between the Astra Militarum, Space Marines, and other branches. Chaos could spread corruption across the galaxy, influencing territories and units, while Orks might build momentum through successful battles, incentivizing constant warfare. The Aeldari could use their advanced technology and psychic powers to outmaneuver opponents, using Webway portals for rapid movement across the map.

Heroes and Characters

Special characters play a vital role in both Warhammer Fantasy and 40K lore. These heroes would be essential for Total War: Warhammer 40K, offering unique abilities and narrative elements. Examples include Roboute Guilliman for the Imperium, Abaddon the Despoiler for Chaos, Ghazghkull Thraka for Orks, and Eldrad Ulthran for the Aeldari. These heroes would add depth and variety to the gameplay, similar to how legendary lords function in the Warhammer Fantasy games.

Space Battles: A New Frontier

One of the most exciting prospects for Total War: Warhammer 40K is the introduction of space battles. These could replace traditional naval combat, offering a fresh and dynamic aspect to the game.

Fleet Mechanics

Fleets would consist of various ship classes, from small frigates to massive battleships. Key mechanics might include engaging in ship-to-ship combat, boarding actions, and tactical maneuvers. Orbital bombardments could support ground battles, providing artillery support and softening up enemy defenses before an invasion. Combining space and ground combat, players might need to secure orbital superiority before launching a planetary invasion.

Tactical Depth

Space battles could be influenced by factors like gravity wells, asteroid fields, and Warp rifts, adding layers of strategic depth. These environments would require players to adapt their tactics and use terrain to their advantage.

Release Timeline: When Can We Expect It?

Creative Assembly has a history of releasing Total War games annually or biannually, often alternating between historical and fantasy settings. Considering the current development cycle and the recent release of Total War: Pharaoh in 2023, a Total War: Warhammer 40K game could realistically be expected around the end of 2025 or 2026.

Reports suggest that Creative Assembly is working on multiple Total War titles, including a Star Wars game. This indicates a busy schedule, but also highlights their capability to handle large-scale projects simultaneously. The Warhammer 40K game is described as a testing ground for Creative Assembly’s more ambitious projects. This suggests they are taking a cautious but innovative approach, ensuring the game meets high standards before release.

Conclusion

A Total War: Warhammer 40K game holds immense potential, blending the rich lore and diverse factions of the Warhammer 40K universe with the strategic depth of the Total War series. By carefully adapting the gameplay mechanics to fit the futuristic setting, Creative Assembly can create a groundbreaking strategy game that satisfies both Total War fans and Warhammer 40K enthusiasts. While challenges exist, the possibilities for innovation and expansion are endless, making this a highly anticipated title that could redefine the genre.

In the grim darkness of the far future, there is only war. And for strategy gamers, there’s nothing more exciting than the prospect of bringing this epic universe to life in Total War: Warhammer 40K.

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