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Discussion Ep.30: What’s Hot, What’s Not. The Warhammer Strategy Catalogue

Al

Hello, I'm Al
Critical Moves Host
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In Episode 30 of Critical Moves, Al and Joe dive into the Warhammer strategy game catalogue. With Games Workshop’s long, complex relationship with the strategy genre, the duo explores both the hits and the misses, reflecting on what makes these games stand out.

🔥 The Dawn of War Legacy
The episode kicks off with a deep dive into Dawn of War. Al discusses why the original game still holds up, its distinct factions, unit barks, and campaign that told an engaging story. Joe agrees, adding that the expansions, particularly Dark Crusade, were ahead of their time with a proper single-player map, persistent armies, and a tactical layer.

🔥 Dawn of War II and III
From there, they discuss Dawn of War II. Joe enjoys the smaller squad tactics and the tighter focus on action. Al, however, isn't as convinced, feeling the game stripped away elements that made the first one fun. They both agree, though, that it tried something different. Dawn of War III, however, barely warrants any discussion, given how bland and forgettable it was.

🔥 The Problem with Quantity Over Quality
Joe points out that the sheer volume of Warhammer strategy games is a problem. Many of them suffer from poor quality, with a race to the bottom on price and content. Al agrees but argues that sometimes, this scattergun approach lands on a gem. Mechanicus and Gladius are both highlighted. One atmospheric, the other more straightforward but still solid.

🔥 Total War: Warhammer and the Fantasy Side
They then discuss Total War: Warhammer, which Joe considers the best thing Creative Assembly ever made. The scale of the battles, the commitment to faction flavour, and the sheer absurdity of the trilogy are what make it a true Warhammer experience. Al laughs about how tough it would be to pitch such a trilogy today, considering the DLC strategy that accompanied each game.

🔥 Niche Titles and Hidden Gems
The conversation turns to some niche titles, including Battlefleet Gothic: Armada, which Joe calls the closest thing to a 40K naval combat sim. Al brings up Rites of War, a weird and old title that tried things that didn’t work but still managed to be memorable. They agree not every Warhammer strategy game is worth revisiting, but there's enough good stuff hidden in the library to have a worthwhile conversation.

🔥 What Makes a Good Warhammer Strategy Game?
Al asks what makes a Warhammer strategy game good. Joe says it’s not just about mechanics but how the game makes you feel. If the game allows you to feel like an Inquisitor, Waaaghboss, or Hive Tyrant, you’re already halfway there. Al adds that tone is key—Warhammer games can’t afford to be generic. Those that fully commit to the lore and tone are the ones that stand out.

🔥 What’s Next for Warhammer Strategy?
As they close out the episode, they share cautious optimism about upcoming Warhammer Skulls announcements. Joe hopes for a new turn-based game that isn't stuck in the mobile swamp, while Al longs for someone to develop a proper Imperial Guard-focused tactics game, one that doesn’t forget Warhammer’s theme of horror, attrition, and the feeling that hope runs out too quickly.

If you’re a Warhammer fan or a strategy enthusiast, this episode is a must-listen. Dive into the world of Warhammer strategy games, discover the hits and misses, and find out what might come next in this evolving genre.

Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.
 
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