Warhammer 40K: Storm of Vengeance
, at least on the surface, gives you enough to work with, suggesting a deeper game. The selection might seem limiting, but this is a situation where too many building types might be too disruptive to the core gameplay. Buildings can generate either units or resource points, both of which are used to create armies for your bowling lane war. Units share a "rock, paper, scissors" relationship to one another, requiring some rudimentary thought. Again, I didnít mind the numbers; I just wish more were done on a strategic level.
The limited variety hints at grander strategies. Experience earned in battle unlocks equipment slots, theoretically creating troops with longer life expectancies. The downside is longer production times for troops, giving up the all-important numbers game. The trade-off makes sense; only the upgrades produce marginally better units that canít match the power of a swarm of lower units. In all cases, the best strategy is to just spam troops into lanes. The same goes for hero units, who are powerful allies, but not worth what you have to give up to get them.
Warhammer 40K: Storm of Vengeance is too generic and bland for its own good. The license and pieces suggest a much grander experience, though once any sort of pressure is applied, the entire game falls apart into a giant, dull mess.