Review – Battlefleet: Gothic Armada 2
I really enjoyed Battlefleet: Gothic Armada way back in 2016, despite having next to no history with the table top game IP it was based on at all, so it took little persuasion to talk me into trying out the sequel – cleverly named Battlefleet: Gothic Armada 2 – and I’m glad I did.
Like the first, this is a real-time (but pausable) strategy game that offers up a ton of customization. Setting up your ship is fairly common in games these days, but being able to customize at a fleet level…that’s some dedication to the craft. The theme in this sequel is bigger and better – everything from the campaign and multiplayer to the customization options have been beefed up significantly.
Fans of the Warhammer 40K IP will delight at how well the development team embraced the lore behind all the combat, and non-fans will be satisfied with cinematics that serve to introduce the factions. Either way you’re in for a treat with gameplay, refined from the feedback the first game provided, that spreads across three campaigns: Imperium, Necrons, and Tyranid.
The volume of battles you’ll encounter in the campaign is almost too much, which is exactly what longtime Warhammer players will expect but it can frustrate new players. With multiple fronts to defend and your own offensive pushes to work toward, it can be a lot to keep track of. You’re able to use autobattle, but should only engage that if you’ve a clear cut advantage over the opposition – ships are expensive, after all.