We are releasing a pretty big update for Warhammer 40,000: Sanctus Reach.
It includes what is a very important change to how melee combat works: all melee units will now inflict morale damage in a radius around them as long as their morale is greater than 50 in Veteran and Grim Darkness difficulty. Furthermore, low morale now reduces a units combat skill.
It affects the gameplay greatly, and now the effectiveness of large numbers of low cost melee units is increased.
We’re very interested to see what you think of this new system, so please feel free to provide us with your feedback. You can download the update from the Members Area.
We’ll also be streaming the game tomorrow to showcase the new changes, so join us on Tuesday March 6th at 4 pm GMT on our Twitch channel.
Last but not least: we are working on something new which will make a lot of people happy. So stay tuned! We’ll have news very soon!
Changelog:
• Changes to morale. All melee units now inflict morale damage in a radius around them as long as their morale is greater than 50 in Veteran and Grim Darkness difficulty.
• Low morale now reduces a units combat skill (the chance to hit and dodge in melee combat)
• Added tiles to the tactical display to visualize new morale loss from melee units system
• Tweaks to random army list unit selection in skirmish mode. Should provide more balanced lists with a more even distribution of unit types.
• Fixed Gorkanaut flamer getting infinite attacks
• Added missing strings for Legacy of the Weirdboy DLC
• Minor tweaks to AI to stop flamers targeting tanks as much
• Fixes to shaders and lighting tweaks
• Fixed Flight of the Morkanoughts mission not ending
• Fixed side icons on results screen.
• Increased warbikers movement by 1 tile
• Fixed bug where user maps would not load
• Reduced amount of reinforcements slightly
• Decreased turn limit on Rear Guard mission
• Increased turn limit on Sulphuric Refinery mission
• Removed artillery from Clockwork massacre mission
• Increased damage of Valkyrie missiles slightly
• Decreased damage of Ork choppas slightly
• Increased damage of thermal cannon
• Increased damage of vanquisher cannon
• Decreased accuracy of storm bolters slightly
• Decreased damage and power of bolt pistols and sluggas
• Decreased the transport size of space wolf heroes in terminator armour
• Decreased accuracy of supa kannon slightly.
• Changes to tournament scoring. Score is now out of 100 with 30% for winning, 30% for who has most victory location points, 40% for casualties.
• Added Russian font support for translation testing.
New free user scenario available! Wrath of Fenris!
There is a new free user scenario available in Warhammer 40,000: Sanctus Reach, Wrath of Fenris!
It's easily downloadable directly from inside the game, and you can download it and play it now.
In Wrath of Fenris you will lead Logan Grimnar and his pack of frenzied wolves in a terrible act of revenge on the rampaging Orks. It is a brutal, intense and challenging scenario created by Brandon Yates.
If you would like to submit your own custom made scenario in the game, please send an e-mail to sanctusreach@slitherine.co.uk.
Warhammer 40,000: Gladius - Relics of War Announced!!
Our partnership with Games Workshop generated two of our most beloved series so far: Armageddon and Sanctus Reach. We are now announcing our third, ambitious project created in the Warhammer 40,000 setting.
Warhammer 40,000: Gladius – Relics of War incorporates the dark, gothic, far future science-fantasy setting in ways never tried before. A brand new, deep storyline has been created to combine elements of 4X gameplay with a combat-focused system. The evolution of technology, construction of infrastructures and exploration of an unknown world, goes hand in hand with the management of military resources, including heroes with special abilities and mighty war machines.
Warhammer 40,000: Gladius has been designed to give four totally different gameplay experiences, depending on which factions players choose. Space Marines, Astra Militarum (aka Imperial Guard), Orks and Necrons each have dramatically different characteristics, both in how they develop and expand and in the way they interact with allies and enemies. This gives the game virtually endless replay value and players the chance to play out the same experience in totally divergent ways.
In Warhammer 40,000: Gladius there is also a massive difference between playing solo or in multiplayer. The deep storyline was created from scratch to allow players to explore an entire world and lead the expansion of an empire from the ground up. The discovery of ancient artefacts and the custom-crafted quests will reveal the secrets of the planet and its mysterious history as the story progresses.
The real-time multiplayer system lets players build their own path to victory while fighting against live opponents, time and the natural perils that Gladius hides.
https://www.youtube.com/watch?v=KyvxGl_hKf0
If you happen to be in Nottingham this weekend, you may also be interested in the Warhammer 40,000 Open Days, where you’ll be able to try a preview of Gladius!
For those who won’t be able to take a sneak peek in Nottingham, however, we are going to run a live stream on our Twitch channel the 1st of December, 2 PM EST / 7 PM GMT / 8 PM CET, where we will show a preview of this brand new game!
Sanctus Reach Tournament
As many of you already know, yesterday we released Sons of Cadia, the latest expansion for Warhammer 40.000 - Sanctus Reach, that introduces a whole new faction with a whole new campaign.
Today, we are going to announce that our Tournament System, the one that we use for Field of Glory II and many more games, is now available for Sanctus Reach as well!
Of course, the best way to give you this news is to have the First Sanctus Reach Tournament now!
If you want to join, all you have to do is to CLICK HERE! The tournament will start the 17th of November, there are still 30 slots available so hurry up because they probably won't be empty for long!
Good luck and have fun everyone!
Sons of Cadia is OUT NOW!!
The time has come. It's time to fight, and fall if necessary, for the Emperor!
Sons of Cadia, the latest expansion for Warhammer 40.000 - Sanctus Reach, is finally out, with tons of new units and a whole new campaign with many missions!
We know you've been waiting for it, thanks to your support and the interest you showed on our news and streams on the game.
To celebrate the release of the game, we'll be streaming it on our Twitch channel today! Come hang out with us, 12 AM EST / 5 PM GMT / 6 PM CET!
https://www.youtube.com/watch?v=oFnsiIkDJhc
Sanctus Reach has been updated to version 1.1.1!
Sanctus reach has been updated to version 1.1.1! This new version brings dozens of changes and improvements and some cool new features!
Now is available the "The Random Army"for skirmish (this works well with large 5,000+ plus battles when it gives a wider selection of units to choose from), and the morale system has been revised: units will now re-gain morale quicker from allied units close to them at the start of a turn but will
lose more morale when allied units die close to them.
Last, but not least, the Slitherine Tournament System has been implemented and now it’s fully functional!
v1.1.1 – Changelog • Fixed crashes in Spanish version due to text errors
• Fixed AI ability bugs
• Fixed Valkyrie AI using wrong weapon
• Fix to flamer AI
• fix for camera not moving during MP replay
• Improved AI threat facing
• Fixed AI targeting bug
• Added AI scripts to target wrecks
• Fixed bugs that stopped domination, vortex and suppressing fire from working
• Fixed 'Enter the Steel Host' level not finishing properly
• Fixed missing story mission icon on campaign map
• Increased turn limit on 'The River Runs Red' mission
• Fixed duplicate particle bug
Key changes:
• Added Astra Militarum forces and campaign (faction locked until the release of Sons of Cadia)
• Army balance and unit cost changes based on player feedback.
• Changes to morale system. Units will now re-gain morale quicker from allied units close to them at the start of a turn but will lose more morale when allied units die close to them.
• Increased base morale for many Storm Wolf units and elite Ork units.
• Whirlwind and Mekgun slightly reduced range.
• Coloured ground Victory Point to show difference between sides in mirror skirmishes.
• Large Access Support. Allows 3GB+ of memory usage which should fix the crashes on large army battles.
• Added random army lists for skirmish.
• Fixed major bug where it would not give the correct sides in MP skirmish.
• Fixed bug that was showing wrong shroud in force selection.
• Fixed several ability bugs.
• AI improvements.
Many other bug fixes
Sons of Cadia Units Preview #3
Here we are with the third, and last, "Units Preview" for Sons of Cadia before its launch!
Today we will highlight four of the most important (and strongest) units in the expansion: Castellan Jakren Stein, Tempestor Prime Salme Whitlock, a Commissar and Primaris Psyker.
But before we go on, just a quick reminder that Sons of Cadia will come out November the 9th!
Castellan Jakren Stein Commander of the Cadian forces currently deployed on Alaric Prime, he is considered to be one of the greatest strategic minds to ever serve in the Astra Militarum, his expertise in complex logistics means that he can organisedefensive positions amazingly quickly.
Role on the battlefield: Castellan Stein serves a supporting role, 'buffing' the units around him.
Special skills: He can call in off-map artillery and air-strikes. He can buff a unit to either fire twice or with more accuracy whilst inspiring the the troops around him.
Strengths / Weaknesses: Stein is best positioned towards the rear where he is unlikely to be targeted. His abilities are powerful but he can easily be taken out by any unit that slips through the defensive line.
Tempestor Prime Salem Whitlock An excellent officer, he is everything a soldier aspires to be, courageous, deadly and utterly dedicated to the Imperium. His tactical mind can always see a way to lead any mission to completion, no matter how impossible it might seem. He specialisesin leading lightning raids and airborne assaults
Role on the battlefield: Whitlock is a hero unit that improves others around him.
Special skills: Whitlock can give units around him a free attack on those he targets, he can rally and inspire a unit, motivate them to run faster or aim with greater accuracy.
Strengths / Weaknesses: He is at his best when surrounded by Scions, dramatically improving their already formidable combat power, he is however vulnerable to most weapons and should be protected by his men wherever possible.
Officio Prefectus Commissar Charged with the sole duty of maintaining discipline in the ranks the Commissar is often found in the middle of the hardest fighting, leading by example with acts of glory and suicidal bravery. He is the ultimate authority on what goes in the armies of the Emperor, carrying out his justice as judge, jury and executioner.
Role on the battlefield: Maintaining morale
Special skills: The commissars presence on the battlefield will increase morale each turn, in times of crisis he can also threaten summary execution to instantly encourage a unit to even greater feats of heroism.
Weapons: - The Plasma Pistol shares the characteristics of the Plasma Gun but has a much shorter range, like all pistols it has the 360 degree reaction fire arc.
- The Power Sword is a high power melee weapon, equally good against any opponent.
Strengths / Weaknesses: The commissar can fight well in melee, one of the very few units available to the Astra Militarum that can. He’ll be your last line of defence. Try to keep him out of harm's way and you’ll be rewarded with a unit that can deliver a strike right when you need it most.
Primaris Psyker Feared and viewed with suspicion at all times, few psykers can hope to gain any form of freedom in the Imperium. Strong and disciplined individuals who can master the powers granted by such a rare connection to the warp often find themselves serving in the forces of the Astra Militarum where in exchange for recognition they must dedicate their life to holding off the madness that lurks on the other side whilst battling foes from all sides including those they would call allies.
Role on the battlefield: The Primaris Psyker is a caster unit that can devastate anything that challenges them.
Special skills: He has a range of powerful attacks ranging from an AoE lightning attack to a high power Ectoplasmic bolt. He can phase out of reality and dominate the minds of his enemies.
Weapons: The Force Staff can be used to hit multiple enemies in melee and armour is no defence against it.
Strengths / Weaknesses: His many attack abilities means he’ll always have an optimal attack available for any situation, making him a very efficient killer. However, you’ll need to be careful not to leave him open to attack, as with few defences he’ll fall quickly and will be a painful loss to deal with.
That's it for today's "units preview", but before you leave there's one last thing we wanted to announce: we’re going to have a live preview of the game on our Twitch channel the 3rd of November, 11:00 AM EDT / 3:00 PM GMT / 4:00 PM CET! Don’t miss the chance to take a sneak peak!
Sons of Cadia Preview by Arch Warhammer!
Some days ago, we contacted our dear friend Arch Warhammer to offer him the chance to have a preview of the latest Sanctus Reach's expansion: Sons of Cadia.
No need to tell you that, since he's such a huge Warhammer 40K fan, he accepted right away!
You can find his video down below. It's really interesting and it shows a lot of stuff that may help you decide whether to buy it or not.
Don't forget that Sons of Cadia expansion will be out on November the 9th! Be sure to check it out!
https://www.youtube.com/watch?v=hXTD2xWhhRk
Sons of Cadia - A look at the campaign!
Today we are showing you something of the new campaign coming with the upcoming expansion for Warhammer 40,000: Sanctus Reach, Sons of Cadia.
We picked 3 unique scenarios. We’re going to give you a sneak peek of what you can expect in those three scenarios, and how to best approach them. There are 6 more unique scenarios in the campaign, plus many more skirmish missions, all with a carry-over force with a special set of abilities to pick from when your units level up! Also, let's see if you can spot some yet unannounced new units...
THE RIVER RUNS RED
The Astra Militarum make their stand at the bridges Zeta Sec and Zeta Tert, their hope is to funnel the near endless Ork hoard into a choke point they can hold indefinitely. The people of Alaric Prime call it Boiling River for good reason, Sulfur deposits bubble up from the river bed, they make toxic fumes that can burn the skin off anyone foolish enough to go for a swim.
Location: The Boiling River
Objectives: Orks have teleported to the Imperial side of the river, clear them out then reinforce the defenders at the bridges. House Degallio has heard the call and makes all haste to Imperial lines. Push the Orks back to secure victory.
Tactical Tips: Flamers, Grenade Launchers and Artillery will serve you well in this battle. Take a few Heavy Weapons to defend the bridges also. Don’t hold back, if you see an opportunity to counter attack, do so. You’ll need to secure the VP’s.
THE RED WAAAGH! DESCENDS
A critical location has been overrun by the first Ork waves, they now assault the last fortifications in the area. Castellan Stein leads a mission to stop the ork advance and reclaim the area.
Location: The Helltor Valley
Objectives: Hold the last VP at all costs, counter attack or send out scouting forces to recapture the other VP’s.
Tactical Tips: Speed is key in this mission, leave behind a defensive force with Artillery, Stein, Heavy Weapons and some Bullgryn to hold the line, take your tanks and transports and try to capture the other VP’s for a quick victory.
FLIGHT OF THE MORKANAUTS
Mogrok has been building a new weapon, the mighty Morkanaut! He plans a devastating attack on the Imperial rear-echelon. His success here will determine if the WAAAGH! Will unite behind him after his betrayal of Warlord Grukk, if this happens then all hope of an Imperial victory will be lost.
Location: Subterranean Munitions Silo Gamma-Zero
Objectives: Hold the last VP at all costs. Imperial Knight reinforcements are on their way.
Tactical Tips: Layer your defences, take as many Heavy Weapons as you can, pull back forces that are injured, buy time for the Imperial Knights to take out the Morkanauts.
Are you ready for another round of units previews for Sons of Cadia?
Today we’ll have a look at some of the vehicles available to the Astra Militarum. Let’s face it: could you imagine the Astra Militarum without their nice and shiny tanks and their heavy artillery? I dare say that they wouldn’t be so tough then!(This text has been redacted by order of the Ordo Hereticus, and its author has been removed; the Astra Militarum is the invincible army of the Imperium, it has always won and will always win! Please carry on reading).
Where were we? Ah yes, let’s have a look at those powerful vehicles!
Armoured Sentinel
The Sentinel is a light all terrain vehicle that can quickly cover ground over any terrain. It is used by the Astra Militarum as quick deployment vehicle to bring fire power where it is needed most.
Role on the battlefield: The Sentinel is an excellent scout, revealing the dangers ahead so that other forces can prepare for them. It also fills the role of an anti-tank sniper, perfect for out-maneuvering the enemy.
Special skills: Veteran units can gain upgrades like Extra Armour or Camo Netting.
Weapons: The Lascannon is the Imperium’s best anti-tank weapon, long range, accurate and extremely good at penetrating armour. Like other las weapons it does not lose Armour penetration over distance and cannot use ammo types.
Strengths / Weaknesses: The Sentinels strength is in its speed and firepower, it can take a shot and fall back making it a tricky opponent to catch, it won’t stand up to much punishment however and is vulnerable to melee attacks.
Leman Russ
The Leman Russ is the main battle tank of the Astra Militarum, reliable and easily built, they can be found in almost every battle the Imperium fights, do not let their numbers fool you, they have a range of devastating weapons that have been fitted to a series of variants and upgrades, it is a legend loved by its commanders and feared by its enemies.
Role on the battlefield: Their front Armour will deflect most of the incoming damage but these units will also be your best damage dealers, they should be at the core of every army.
Special skills: Veterans can gain upgrades like Relic Plating or Hull Reinforcement.
Weapons: The Battle Cannon is a mid to long range weapon, equally good against all targets, it hits all men on a tile but only has average accuracy. The Vanquisher Cannon is designed to take out enemy armour, it has high penetration, good accuracy and long range, its low rate of fire limits its attacks against infantry.
The Plasma Destroyer is a powerful but unpredictable weapon, it fires three super heated plasma balls that are deadly to anything they touch, often wiping out entire squads in one go, it’s great against armour but suffers from its terrible accuracy. The Punisher Gatling Cannon is one of the most effective anti-infantry weapons, high rate of fire, good accuracy but limited by its short to mid range and lack of armour penetration.
The Lascannon is the Imperiums best anti-tank weapon, long range, accurate and extremely good at penetrating armour. Like other las weapons it does not lose Armour penetration over distance and cannot use ammo types.
The Heavy Bolter is a versatile weapon, long range, good accuracy and a high rate of fire make it great against infantry, it can be upgraded with ammo types that improve it’s damage and armour penetration making it a great all rounder.
The Multi-Melta shares the characteristics of the Meltagun but doubles it’s shots.
The Heavy Flamer shares the characteristics of the Flamer but has increased range and damage.
Strengths / Weaknesses: The Leman Russ is your primary damage dealer but they’ll need to be protected from melee attackers, once a vehicle is engaged in melee it is completely defenceless.
Chimera/Hellhound
Based off the same chassis the Chimera and Hellhound fill vital roles in the Astra Militarum, the Chimera ferries infantry into battle and carries the injured back to safety, dependable and tough it can also provide much needed fire support. The Hellhound controls the battlefield by replacing its rear compartment with tanks of promethium fuel, its presence is often enough to turn the tide of battle.
Special skills: Veteran units can gain upgrades like Machine Spirit Ritual that increases morale and Reactive Armour that can deflect missile attacks.
Weapons: The Multi laser shares the characteristics of the Lasgun but has a much higher rate of fire.
The Inferno Cannon shares the characteristics of the Flamer but improves it in every way, more range, more damage, more penetration.
The Heavy Bolter is a versatile weapon, long range, good accuracy and a high rate of fire make it great against infantry, it can be upgraded with ammo types that improve it’s damage and armour penetration making it a great all rounder.
Strengths / Weaknesses: These units can take more damage than others but as vehicles they become vulnerable in melee. Outside of their unit roles they are less effective than other units but can still be useful in most situations.
Shadowsword
A vehicle that wins wars, a titan killer, a fortress in its own right. Shadowswords can only be found in small numbers across the entire Imperium such is its rarity, the knowledge to build such vehicles has been lost to much of the Imperium and is jealously guarded by the few that can. Any commander that fields such a weapon only does so when no other option is available or when facing such a terrible threat like an enemy titan.
Role on the battlefield: Super Heavy counter weapon. Deploy this and unleash hell.
Special skills: The Shadowsword comes with its own arsenal of weapons to deal with multiple threats at once.
Weapons: The Volcano cannon is one of the strongest weapons in the game, capable of destroying almost any unit with a single shot.
The Shadowsword comes with a variety of support weapons including two Lascannons and an impressive six Heavy Bolters.
Strengths/Weaknesses: The Shadowsword can fill any role, devastating to Armoured Vehicles and Infantry alike, equally good in short or long range combat, it however cannot defend itself in melee. It cannot replace an army and will need help if enemies get too close but it is more than capable at holding a flank or position all by itself. Its specialty is taking down enemy Gorkanauts and Morkanauts and should be dedicated to this role for best effect.
Basilisk
All imperial commanders love to deploy the Basilisk in excessive numbers, why fight an enemy when you can pound them to dust from a safe distance. Many battles have been won before contact with the enemy has even begun thanks to these mighty machines.
Role on the battlefield: The Basilisk makes its presence felt over the course of a long battle, more accurate and with a higher rate of fire than the whirlwind it only lacks the Whirlwinds burst damage and AoE, the Basilisk will need a few more turns to match the devastation of a Whirlwind strike but it is much more reliable and can be fielded in higher numbers.
Weapons: The Earthshaker Cannon has extreme range, good accuracy and better rate of fire than other artillery, its AoE is small but still hits every man on a tile, against armoured units it’s weaker but can wear them down over time.
Strengths / Weaknesses: The Basilisk needs a spotter to see it’s targets, any unit with line of sight on an enemy can spot for the Basilisk, its range is its obvious strength but in close range combat its weaknesses quickly become apparent. Don’t let it get too close to an enemy as it can be destroyed easily by almost any unit.
Valkyrie
There is no sound sweeter than the engines of the Valkyrie to the men and women of the Astra Militarum. Whether it’s there to ship them back home after a long campaign, bringing much needed supplies to starving troops, flying into hot landing zones to save the wounded or bringing overwhelming firepower to stop a rampaging enemy war machine, the Valkyrie does it all. The workhorse of the Imperium, piloted by the bravest soldiers alive, these warbirds have seen it all, done it all, and are always the first to volunteer for the next suicide mission.
Role on the battlefield: It plays a dual role of transporting infantry around the map and being a hunter-killer searching for enemy vehicles to dispatch at long range.
Weapons: The Multi-laser shares the characteristics of the Lasgun but has a much higher rate of fire.
Hellstrike Missiles are long range, extremely accurate and deliver a mighty punch, they have extreme penetration and will get through even the toughest plate.
Strengths / Weaknesses: The Valkyrie cannot take much punishment and will have to rely on its fast movement to get out of trouble, it is not hindered by terrain and can hover to protect itself from melee attacks. Its Hellstrike missiles are ineffective against infantry and if it’s in range to use its multi-laser then it is too close to the enemy, keep these alive and you’ll be rewarded with a unit that can win a battle despite the odds.
There are more units to show, but next week we’ll be showing something completely different… we’ll be talking a bit about the new campaign!