My favorite Warhammer 40,000 strategy release of last year continues to expand in the form of a new small DLC and a fresh patch for the ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Matrix Games
WH40k: Gladius - Fortification Pack
My favorite Warhammer 40,000 strategy release of last year continues to expand in the form of a new small DLC and a fresh patch for the full game. Gladius, the 4X title (with a heavy emphasis on the eXterminate portion) is all about building up your war machine and then engaging in non-stop war until you've conquered the map. The Fortification Pack is a new DLC for the game which adds a powerful defensive unit into the roster for each faction. At just $5, this isn't a DLC that's going to radically change the game, but if you've enjoyed it so far, it's a cheap way to bring some fresh options into the mix. Released along with the DLC is the version 1.4 update which focuses on balance changes and bug fixes. It's good to see this enjoyable game continue to receive polish and new content on a regular basis.
So, what exactly are you getting in this new pack? Six new units, one for each faction, that will come into play in the mid and late game. The units are all defensive in nature, with some being buildings and some being mobile units that protect their allies. From the official description:
Space Marines - Aquila Macro-Cannon
Macro-cannon Aquila Strongpoints are massive fortifications, often used as bastions in Imperial defensive battle lines. Each consists of a munitions silo, topped by a large turret that houses the huge macro-cannon that gives the strongpoint its name. The munitions silo allows the Aquila Macrocannon to fire special "Quake Shells," each of which measures several Terran feet in length and has a powerful charge that causes the shells to reach hypersonic velocity when the Macrocannon is fired.
Astra Militarum - Void Shield GeneratorVoid shields are normally localised force fields reserved for protecting the monolithic Titans of the Adeptus Mechanicus, but static generators can be erected to serve as an aegis for other targets of vital import. The largest Void Shield generators can even project an invisible bubble of power across a large area of the battlefield, sheltering both troops and strategically vital battlefield locations by absorbing or deflecting the energy of incoming munitions.
Chaos Space Marines - Noctilith CrownNoctilith Crowns are brutal edifices raised up by the Chaos Space Marines to weaken the very foundations of reality. Crafted from the mysterious material known as blackstone, these vast psychic resonators thin the veil to deadly effect, shielding your own units and damaging enemy psykers.
Necrons - Gauss Pylon The mysterious Necron defence turrets, designated as 'Pylons' by those who originally encountered them, were first recorded on the uncharged world of WDY-272. Rising suddenly from the desert sands, the Gauss Pylons opened fire without warning and with devastating effect, tanks and armoured carriers burning as the crescent-shaped weapons tore through the unsuspecting Imperial Guard column whilst resisting all return fire.
Orks - Big MekEspecially talented or popular Mekboyz will soon attract a following, lording it over a growing gang of underlings. A Mek with this much clout is referred to as a Big Mek, and can prove indispensable to the local Warboss with his knowledge of shokk attack guns, force field technology, and tellyporta rigs.
Tyranids - BiovoresA Biovore is a squat, bloated creature -- yet no less deadly for all that. Deep within its lumpen form, the Biovore nurtures a clutch of Spore Mines -- living bombs that blanket the enemy in acids, poisons and shrapnel-sized pieces of chitin. Biovores thump forward in battle, bony protrusions on their fore-limbs anchoring themselves into the ground as they release their vile payload in a single shuddering spasm.
While I haven't had time to play through multiple campaigns to try out all of these units, they clearly add some fun new options to the game. Who doesn't like building giant artillery cannons and shield generators? If you've enjoyed Gladius in the past like I did, this seems like a no-brainer.
If you haven't had a try at Gladius yet, it's 50% off right now if you buy directly from the Matrix store. The game is definitely worth your time at $20 if you want a relatively simple, war focused 4X steeped in 40k grimdark-ness
If you already have Gladius, the Fortification Pack can picked up in the usual places - the Matrix/Slitherine store, Steam and GoG.
- Joe Beard
Today we've got an early look at the beta build for Close Combat: The Bloody First. The series goes 3D under the direction of Matri...
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Close Combat - The Bloody First Preview Video
If you're curious about WarPlan the new strategic level WW2 game from Kraken Studios and Matrix Games, look no further than the v...
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Matrix Games
WarPlan - First Look at Beta (Video)
Armored Brigade, the real-time tactical sandbox which covers a vast swath of Cold War gone hot possibilities, has received its first add on...
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Matrix Games
Armored Brigade - Italy-Yugoslavia Pack + Campaign Generator
Armored Brigade, the real-time tactical sandbox which covers a vast swath of Cold War gone hot possibilities, has received its first add on content. It's called Nation Pack: Italy-Yugoslavia, and as the name suggests, it adds two unique new nations to the game. I won't go too far into describing the base game, since Robert did a good job of that here. Suffice to say, this a 2D RTS that will feel familiar to anyone who has played Close Combat or Combat Mission.
What really sets the game apart is its vast scope. The game covers theoretical war in Europe between the years of 1965 and 1991. Accurate army rosters are available for 7 different nations in the base game, with this add-on increasing the count to 9. The other significant feature of the game is how it generates battlefields. Rather than having hand crafted maps or randomly generated ones, the game ships with several gigantic, accurate maps of various interesting locales in Europe. Individual maps are then generated from this by simply drawing a box of your desired size on that big map, and there you go, a new place to fight over. Combat can scale from company sized skirmishes to brigade sized brawls. This is the beauty of the game, it can be stretched and squeezed to give you exactly the sort of battle you want.
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| Infantry squad knocks out a T-55 after losing their ride into town. |
Now, let's look at the new map a bit, as it offers a great variety of terrain to fight over. There are constricting mountain valleys, wide open plains, urban zones, coastal areas, and lots of rivers to cross. I have not fully explored the map yet, of course, but every battle so far has been on a tactically interesting battlefield. Where the map really shines is when you combine it with the new campaign generator.
The one great shortcoming of Armored Brigade (besides the lack of multiplayer) is that the game does not come with any campaigns and only a handful of scenarios. Those scenarios are mostly tutorials, and after playing around with them you are left with only one-off battles that you generate. While the battles you can generate are excellent, and created exactly the way you want, they are still just one off battles with no narrative or larger stakes to consider. That has all be changed with the free update launching alongside this nation pack, which adds a dynamic campaign generator to Armored Brigade, even if you don't have the DLC.
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| Each green box represents a potential battlefield for the campaign. It can be much shorter, of course, or feature much larger battlefields. |
This is a feature that the game desperately needed, and I'm happy to see it added as a free update. Really the only thing that I didn't like about the base game was that the battles never felt like they carried much weight, since they were just randomly generated one-off affairs. Now you can have a narrative arc, with real consequences for your losses and poor (or brilliant) decisions in battle. I haven't had enough time with the game to play out any epic campaigns just yet, but I imagine many players will be firing up a titanic US vs USSR campaign that spans the length of the Germany map. The especially cool thing is that everyone's campaign will be unique!
So, if you have been enjoying Armored Brigade so far, this is an easy recommendation. The two new nations add some extra variety to what is available in the base game, and the new map is excellent. If you were on the fence about Armored Brigade, the free update including the campaign generator has given it a lot more value, and I suggest that you take another look. I imagine we will be seeing several nation packs similar to this one over the next couple of years, and I look forward to trying them out. In a sandbox of a game like this, you can never have too many toys or too much sand.
Armored Brigade and the Italy-Yugoslavia Nation Pack are available directly from Matrix/Slitherine.
- Joe Beard
First things first, this article is much belated. I took a bit of a hiatus from posting here last fall and this new add on for Afghani...
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Afghanistan '11 Royal Marines DLC - AAR & Review
It doesn't take a tactical genius to look at the map above to see that geography will not be on my side in this scenario. Much of the map is mountainous terrain, with only one lonely winding road linking the two groups of villages. I'll need to get SAS units up in those mountains to spot for the enemy, and a convoy organized to travel through the valley and set up a FOB (forward operating base) on the far side. Every unit can only carry a limited amount of fuel/rations into the field. This means that any forays by friendly units must either be short ranged, or directed towards a FOB where they can resupply and take shelter from insurgent ambushes. For the insurgents, the mountains represent their safe haven, where only a few of my units can reach them. My special forces units (the SAS boys) are able to stay in the field longer than regular infantry, and can set up observation posts from which they can spot insurgents scurrying about in the mountains. They will be the key to locating the enemy. Once spotted, helicopters, artillery, and air strikes will be brought to bear to wipe them out. A FOB on the western half of the map will allow me to keep my helicopters and SAS units supplied. A conventional ground force will be needed to establish and secure said FOB.
Before going on the offensive, I first want to send a small convoy out to visit the nearest village to the east, and then set up a FOB a little further down the road. Spreading FOB's all over the map is generally a good idea, as it gives you more places to park units and to extend your reach. You can also use SAS units to train Afghanistan National Army (ANA) units in each FOB. In a normal game of A'11, as the turns go by you are forced to gradually hand over security to the ANA, so the more troops you can train, the better. You can also train ANA helicopters, artillery, and APC's at your main base, which I will also be doing. We will need a lot of helicopters in order to overcome the difficult terrain here and sustain the SAS posts in the field without interruption.
The visit with the village elders goes well, and we are given the location of a poppy field on the far side of the map. Taking this out will net us some political points, and weaken the Taliban. The only problem is that the field is much too far away to reach on the ground until we have a FOB over there. Luckily, we have helicopters on tap. Unfortunately, a couple of Taliban units pop up and damage our mine-detecting unit at the head of the convoy on the next turn. Without its ability to detect and destroy IED's, any road trip into uncontrolled territory will almost certainly meet disaster. The convoy is recalled back to HQ to repair.
While my first mine detector is in the shop, the second is sent down the road to the west, in an attempt to clear the first section of the road for follow-on forces in the next turn. The unit is also ambushed by insurgents and damaged. It seems the enemy is not hiding, but is aggressively operating right outside my main base. A drone is called in (you can have one on the map at a time) to recon the area. Three militant units are spotted and our available firepower is directed at them. Artillery and infantry from HQ, and an airstrike (an ability that can hit anywhere on the map, but has a long cool down) are used to knock out one of the enemy detachments and send the others fleeing. It seems we will need to clear out the immediate area before making a run to the west. To this end, I deploy a couple of SAS units into the nearby mountains.
Helicopters are not completely immune to insurgent forces, but they don't have to worry about IED's or terrain, making them critically important in A'11. Despite the rocky start to the ground campaign, the Royal Marines of Charlie Company are airlifted across the map to that poppy field that the villagers told us about. Destroying it should slow the flow of new Taliban units, and rewards us with 1000 political points, which is quite helpful as I've overextended a bit and almost run out. Without a nearby FOB established, the Marines hop aboard their helicopter for a ride back to HQ.
(Apologies for some of these images being far too bright. From what I gather, there is some kind of shader issue right now which causes this to happen The developers are working on it.)
A couple of turns later, my second attempt at a western bound convoy is more successful. As you can see above, the vehicles have almost reached the key crossroads on the western half of the map. However, they are still a couple of turns away from safety, and end this turn in a highly vulnerable position sandwiched between two mountain ridges. From the message log, you can see how important sweeping for IED's is in this game. Three were eliminated on this turn alone. The insurgents will come back by and try to place more IED's all the time. Areas under direct observation are safe, but even a recently traveled road cannot be trusted if it was out of your sight for just a turn or two.
Back to the east, the Taliban presence is still strong. I was able to establish a waterworks at the nearby village (which makes them happy and nets you political points each turn) but my convoy was once again forced to retreat to safety before establishing a FOB. Pushing out in this direction will require some firepower. Luckily for me, a special event fired which gave me TWO Apache gunships for free. These are some of your most potent offensive weapons in the game, but come with a hefty price tag. Getting two for free is a real boost, and I set them to work immediately. The Apaches can engage the enemy from long range, don't have to worry about terrain, and have a decent chance of destroying an insurgent unit in one hit. These enemy units are also in range of my artillery, and it gives them a good reason to run back to Pakistan.
Ten turns in, let's take stock of the overall strategic picture. So far, I haven't accomplished much, but the framework is there. I have SAS units monitoring the mountains to the north, my convoy safely arrived in the west, and the local area around HQ is now secure. I've also won over the neighboring village and made visits to a couple of others. All that said, there are still a lot of insurgent units on the board, plus more that I can't see.
Visiting villages is an important part of the game, as it helps increase your H&M score, and occasionally gives you the location of an enemy unit, IED, or poppy field. This intelligence isn't always available however. Villages with little campfires burning are more likely to give you info, and so you want to visit them ASAP. In the original game these fires would stay lit until you came by, but in the Royal Marines DLC, they will go out soon if you do not make a visit. I like this change, as it adds some urgency to this aspect of the game, and forces you to be more flexible.
On the next turn, a sandstorm blows in. This limits movement for all of my units and I have recall some helicopters back to HQ before they can complete their assignments. Fortunately for my western convoy, they are able to get the FOB built, and take shelter within it. Nature can at times be a greater obstacle than the enemy.
As the sandstorm clears, my western FOB gets to work. The minesweeper heads out to clear IED's from the nearby roads, and the Marines visit the village. My construction vehicle is also dispatched to build a water works there. All of these actions draw the local villages to the coalition side, making things easier for me, and satisfying the second victory condition for this scenario. My next step here will be to try and win over the village to the north. It isn't very far away, and is along the road. The village to the south is irrelevant at this point, as it is too remote to commit my limited resources towards. Sorry, folks!
Zooming back out, you can see that I now have a FOB in the east and west. The HQ area looks clear, but out west we have a swarm of insurgents and IED's to deal with. I've also lost the village in the NE corner of the map to the militants. Winning them back may be difficult due to their location far away from my primary objective. For now I'll focus on eliminated the enemy from that area. Additional units are dispatched west now that they can operate out of the FOB.
At the western FOB, the fighting gets intense as several more Taliban units pop up. My SAS men are there to spot them, and once again heavy firepower is brought to bear. One Apache arrives to help the outpost, and an artillery unit will be airlifted over soon. Artillery units in FOB's require a lot more attention than they do at the HQ. A dedicated artillery expansion must be built for the FOB, and ammunition must be brought in by supply trucks or helicopters on a regular basis. For this mission, supply trucks are simply not an option. My helicopters continue to do logistics work, bringing rations to the SAS units in the field, and supplies to the critical western outpost.
On turn 16, things are looking good, but we still have our work cut out for us. The eastern FOB is busy fighting off Taliban reinforcements coming over from Pakistan. This is exactly what I want, but continues to tie down one of my Apaches. In the west, the enemy has been beaten back from the FOB, but still has a presence scattered around the objective area. Fortunately for me, I now have a nearly complete net of SAS observers gradually moving west and sweeping the area. Each time an enemy is spotted, artillery and helicopters operating out of the FOB are called up to eliminate them.
A couple of turns later, and the strategic picture is looking excellent. The enemy has been eliminated from most of the map, I have eyes in the field able to stop any new units from entering the objective zone, and a convoy headed out of the western FOB on its way to make nice with that northern village. A couple more poppy fields were found and eliminated, giving me a massive advantage in resources. Things are looking good!
Things are going even better than I thought, as on the next turn my Apache gunship takes out this final Taliban unit in the objective zone, fulfilling that part of the mission. As you can see, my Hearts and Minds score is now at 66, well above the required 55 for the scenario, and my political points are maxed out. All and all, a very good operation for the coalition despite some early stumbles. I call the mission a win, even though it doesn't actually end on the next turn. One thing I don't like about the campaigns in A'11 and this expansion, is that sometimes you are forced to play the scenarios out to the full 60 turns of a standard random map, despite completing the assigned objectives of the scenario. In this case, I've completely taken over the map and won over the villagers. Continuing to play would simply involve clicking end turn and smoking any insurgent unit silly enough to wander into range. Not too exciting, so I call it win and pack things up. In a full standard match, part of the challenge is that you must hand over control to the ANA gradually over time. At the end, the ANA must stand alone against the insurgents. In that case, it makes sense to play out to 60 turns, since that is part of the experience. Here though, it doesn't really gel with the idea of specific set of goals based on a relatively short real world operation.
That ends the AAR, but I have a couple more points to make for the review. Several other changes come with the DLC that I haven't mentioned so far. One significant addition, which didn't make an appearance in this scenario, is the inclusion of civilian traffic along the roads. And yes, as you might guess, this traffic can be used by the Taliban to send suicide car bombs right up to your units. In order to screen this traffic, you can now build roadblocks wherever you see fit. In order to help balance things out, and add some immersion to the game, you can now also get Afghan police units. You earn these by winning over villages to the coalition. This all adds yet another layer to the intricate dance of logistics and planning that is Afghanistan '11. Much like in the real conflict, engaging with and destroying the enemy is the easy part. Building up the infrastructure that will allow you to lock down an area and keep the insurgents out is the difficult part.
If you enjoyed the base game, it's safe to say that you will enjoy the Royal Marines add on. With new missions, new strategies, and new units to play with, there's plenty here to explore. Especially for the very reasonable price of $10, you really can't go wrong.
Afghanistan '11 and the Royal Marines DLC are available directly from Matrix/Slitherine or on Steam.
- Joe Beard
P.S. - I hope you enjoyed the AAR. I plan to do some full fledged ones soon, so this was a bit of trial run.
Battlestar Galactica: Deadlock released all the way back in 2017, and since then it has received a series of updates in the form of bot...
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Battlestar Galactica: Deadlock - Season One in Review
Battlestar Galactica: Deadlock released all the way back in 2017, and since then it has received a series of updates in the form of both free patches and paid DLC. Developed by Black Lab Games, and published by prolific strategy game outfit Slitherine, Deadlock exceeded my own expectations by a great deal. I feared it would be a low budget, overly simple strategy game trying to cash in on the BSG name. But no, it was really quite good and I enjoyed it a lot, as you can see from my original review. Deadlock had not just a solid tactical layer with tense, WEGO space combat, it also had an immersive strategic layer that tied all the battles together. The only thing you could really knock the base game for was that it was a little light on content. The core was good, but there were only so many missions, and only so many ships to play with. We've now had a string of DLC and updates released to solve that issue.
The first major DLC for Deadlock is the one that is a must have in my opinion. It integrates all of its new content smoothly into the existing campaign, making for a richer overall experience. This DLC features an 8 mission story campaign which you play alongside the normal story missions. Anyone who has watched BSG knows that politics plays a central role in the story and drives a great deal of internal conflict for the humans. The Twelve Colonies of Man rarely agree about anything, even in the midst of a war. The Broken Alliance campaign, as the name suggests, focuses on the internal strife and intrigue which plagues humanity throughout the First Cylon War.
The Broken Alliance also adds four more new ships (two for each side) and a new squadron type for each side. The new ships add even more tactical options to the game. The Celestra resupply ship, for example, has little firepower potential on its own, but it can provide extra ammo for other ships mid-battle. Even more helpful is its ability to repair a section of armor on a friendly ship in combat. Each ship has separate armor sections for each side, top, and bottom. Lose a section of armor and now that ship becomes less useful, as you can't risk exposing an unarmored section for long. With the Celestra around you can patch things up and get a warship back in the fight. You can even use this offensively, hardening the nose of a Battlestar as it goes head on against an enemy group.
Endurance Update
Around the same time as the Broken Alliance came out, the game received a big free patch. This patch did some balancing, made the UI better, and generally polished the game. The best new feature was adding persistent damage to ships between battles, and visibly showing battle scars on ships after they took some hits. The persistent damage adds another layer of strategy to the game, as now you must spend resources to get ships back to full health. This seems like something that should have been in the game from the start, but I'm glad they added it in as a free update.
Anabasis
The next DLC for the game added an entire new mode, which was initially received with mixed opinions, but has since been balanced and polished a bit to make for a better experience. The new mode Operation Anabasis tells the story of a colonial fleet sent out on a deep strike mission against a Cylon base. Things go topsy-turvy as usual, and the fleet must flee back to Caprica, Cylons in hot pursuit the entire way. These mode obviously draws directly on the plot of the BSG show, in a good way. Your fleet starts out strong, but includes many civilian ships you must try to protect through battle after battle. You can repair your ships if they survive a fight, but that's about it. Each jump brings with it a random new set of bonuses and penalties to deal with. Your final performance is measured by how many ships you get back to Caprica safely, if you get there at all. While the mode is standalone, it does feature characters from the main storyline, and ties in with the overall plot of "Season One."
While the new survival mode is separate from the main campaign gameplay, the new DLC includes plenty of new content for it. Several new types of munitions are available that are far more interesting than the standard missiles and rockets of the base game. The EMP Generator lets you pull off that Star Trek-esque move from the BSG pilot, in which a ship winds up its generators to release an electromagnetic pulse, which damages any Cylons venturing too near. The Cylons also get some new toys, so watch out!
Another addition from this DLC is a dozen new types of side missions that can pop up during a regular campaign. These aren't just new maps (though there are new maps), but completely new types of objectives to accomplish.
Sin and Sacrifice
The just released, final DLC of Season One. Sin and Sacrifice extends the story of Deadlock beyond the conclusion of the original campaign and the Anabasis mission. The Cylons have been beaten back, but of course the big bad is still out there, ready to launch a fresh attack on the twelve colonies. You can either jump straight to this campaign with a pre-built late game fleet, or carry over your own fleets from the base campaign. I didn't have enough time to make it through the entire campaign just yet, but what I've seen so far is great stuff. Big battles between late game bruisers are the order of the day. There is plenty of new variety in what you are trying to do each mission as well, besides blowing apart as many toasters as you can, as usual. The two new ships added to the game reflect this idea. The humans get the Heracles, a new heavy offensive ship that is literally covered in gun turrets. It doesn't get any munition slots, but it can blast away at an entire Cylon fleet all at once. The Cylons get a new fighter support ship, which can repair their fighter squadrons mid battle and boost their performance. That's nothing to sneeze at when late game fleets are hauling around a half-dozen or more fighter squadrons at the least.
The other big, really cool addition to the game that Sin and Sacrifice brings is additional radio chatter. Previously, your ships had little voice lines announcing important things like missiles being launched or ships taking hull damage, but there were only so many of them, and they always sounded the same. Now, however, a ton (1100+ in fact) of great bits of radio chatter have been added into the background of a fight. You'll here plenty of utterances of "Frakkers!" and "Blast those toasters!" and every thing else you would expect from the BSG world. This adds so much flavor to the game and really increases the immersion as you watch the battles play out.
Veterancy Update
Another free update, which just came out along with Sin and Sacrifice, the Veterancy update adds a significant new feature to the game: the ability for individual ships to gain XP and "level up" over time. In the base game, you have fleet commanders who gain levels and unlock new abilities. The ships, however, never changed, no matter how many battles they survived or enemies they destroyed. That's all different now, as ships can level up and become more deadly over time. I really love this addition, as now you can really latch on to your early ships that hang around through a dozen battles and become your aces. Losing one, of course, will sting badly as you can't just crank out another veteran warship in a couple turns.
In addition to what I've listed here, the game has also been polished a great deal from when it was released. The game looks, sounds, and plays better than ever before. If you pick up the game, along with all the DLC, you'll be looking at paying a AAA game price, but you will be getting a very good, rich experience. Each DLC expands on the story and content of the original game, and I think each one is worth a purchase. All of them together make for a meaty game that you can sink a lot of hours into. As a big fan of the show, I'm really happy that such a worthy game was finally created.
Calling it Season 1 implies that there will be a Season 2, and the developers have confirmed that fact over on the forums. I look forward to seeing what else is added to the game!
BSG: Deadlock is available on PC, PS4 and XBOX One
Among the multitude of Warhammer 40k games that have swarmed across gamers’ PC’s the last couple of years, only a few really stood...
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Matrix Games
Gladius - Relics of War: Tyranids DLC
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| Look at all that lovely biomass, ready to be consumed. |
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| The Imperial Guard won't go down as easily as you might imagine. |








































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