Battlefleet Gothic: Armada II — the Earth is not flat, space is flat. Review
Genre Strategy
Publisher Focus Home Interactive
Developer Tindalos Interactive
Minimum requirements Windows 7, Intel Core-i5 3450 3.1 GHz / AMD FX-6300 3.5 GHz, 8 GB RAM, video card with support for DirectX 11 and 2GB of memory, e.g. NVIDIA GeForce GTX
660 / AMD Radeon HD 7870, 50 GB hard disk
Recommended requirements Intel Core i7-3820 3.6 GHz / AMD R5 Ryzen 1600X 3.6 GHz, 16 GB RAM, graphics card with 4GB memory NVIDIA GeForce GTX 960 / AMD Radeon R9 380X
Release date 24 Jan 2019
Age limit 12 years
Platform PC
Official website

Two years ago the murky world of the far future was badly shaken with the release of the first part of the expansion Gathering Storm long stagnant global plot of Warhammer 40,000 made a sharp step forward. Planet of the Qadi, the first Bastion of mankind on the threshold of the realm of Chaos, fallen. The galaxy literally split in two the chain of monstrous warp storm. With this sad note I went to a whole series of amazing events, one of another epic, from some local disasters and exploits to the return of the first loyal Primarch Robaut of Illimani, the emergence of a new breed of space Marines and other-other, of which I’m an ardent fan simply breathtaking.

And in this context — like plot and emotional — the first few minutes of the sequel to “Armada” is perceived as a celebration that we deserve. The prologue in the main parts retells the story of the last battle in orbit of a dying Cadia: Chernoknizhnay storming of the fortress by the warriors of the Space wolves, the arrival of the mighty flagship, the “Phalanx,” the counterattack of the Chaos and finally destruction of the proud planet. And all this is served bright, juicy, with a proper (read: overwhelming) emotion, staging, beautiful sketches and a powerful soundtrack. In these moments it seems that you are the best ever game for his beloved universe and that the first Dawn of War it is time to take the laurels. A beautiful feeling.

The tyranid hunger is impossible to satisfy

What a pity that the first moment of delight is fleeting — in the end planet of the breaks (before the Guard!), and the player can continue in one of three campaigns: the Imperial armies, Necron and tyranid. The primary is the first dedicated to our old friend Admiral Spire, emerged in a brave new world after eight and a half centuries wandering on Immaterium. However, to expect any revelations from his history is not necessary. Rebounding from the events, Armada II is not particularly trying to flirt with the updated setting and something even contradicts it. For the totality of the merits of our Admiral can compete even with Illimani — incidentally, at some point, the rebellious Primarch appears personally — but his adventures don’t make any claim of canonicity, nor, alas, serious fascination.

The spire with his colleagues at the head of their fleets just fly around sector space in the area of the Eye of Terror Yes free a star system from pirates, traitors and xenos, from time to time performing specific tasks for further advancement. Missions are of two types: directly fight the destruction and the struggle for the control points (in empty space?). Both are, unfortunately, rapidly slipping into a monotonous routine for a totally brainless AI. And as the enemy, closed on the same techniques and your subordinates, are all entirely selfish and ardent rather saturant to the death of a comrade than yield to his way. The situation is somewhat glows constantly growing level of threat, just like in XCOM 2, which is exactly the same is rolled in achieving the goals, and the same leads to damage in the case of filling. But it is important to note that this timer can be preset to off, and you can set only one preferred type of battles.

About all the pretensions of opponents you notify in advance

About the other two campaigns and say nothing at all — meaning they are even less than in the Imperial. In General, quite strange seems the choice is Necron and tyranid as actors, if we consider that motivation they are extremely simple — especially in space locust that eats all organic matter in its path. If you do something plot, why not choose the Chaos, where in addition to the eternal war with humanity was a conflict over territory between their own gods? Or Eldar-innari, taking up the revival of their God, Indeed? Or Tau with their difficult attempts at expansion? And if you do not bother, limiting the regime of conquest in the galaxy, with sparse dialogue and repetitive “grinding” by the clips, why highlight only the two most “plotless” race, leaving behind the other?

The authors moved in the sequel of the 12 major factions of the Warhammer 40,000 table: three Imperial (Navy, space Marines and Adeptus mekhanikus), two Tau, two with, haositov, orcs, Drakkari plus the already mentioned Necrons with Eldar. But to play for will succeed only in tactical battles without a global level. Leveling commanders shrunk significantly — from now on from the beginning access to all kinds of ships, and half of the improvements and abilities; the rest are unlocked as the levels of growth, along with portraits of admirals. At the same time the creators encroached on the sacred — customization of the sub fleet. If the first part of it was present even in its infancy, but now it was removed altogether. Configuration starships strictly fixed, even coloring their own to create anymore. In combination with the rather stringent constraints on points command, determining the size of your squadron, on any serious flexibility in preparing for a confrontation with different opponents ever have.

Mosquito fleet battles

But the race differ among themselves significantly. Tyranids, for example, like no love from the acceleration to RAM the enemy, literally drowning him in controversy, but at the same time vulnerable to breaches of synaptic connections between individuals. Orcs are terrible in close combat, the cutlass is the best serve in the space Marines, and Eldar were fierce monsters with a penchant for stealth and crazy maneuvers.

As a result, in the campaign on the difficulty level above easy, when threats in all their diversity quickly begin to crumble EN masse and everywhere, we have to pull together a few raznokalibernyh fleets. But even this approach can easily break up as if on purpose built by the developers of the obstacles. So, in addition to the size of the Armada, points and more restricted and the access of the troops to battle, and in such a ratio that the most common place enough the first of the present fleet and a small part of the second. In the story missions leading role always reserved for the Spire. Let’s say you play against Eldar, and you even brought a squadron of perfectly “working” for them space Marines — sorry, your Ultramarines don’t have enough space, and that’s big-eared xenos famously dismantle your cruisers to scrap. You need to go through Admiral group — suddenly there are already a seasoned veterans?

During battles can be random events — for example, approaching a solar flare

Divide the fleets is impossible. To transfer ships between fleets is impossible. Automatically transfer the commander to the other flagship of the collection fleet is also impossible. Build no ships of one group don’t even equalize speed. Reinforcements in battle, you cannot call yourself — they come only in starting area, where I can not fly. When the mass of more subtle features (the range and the preferred direction of attack, the priority of the fire on particular systems, some types of boarding, morality, etc.) new Battlefleet Gothic player suddenly refuses basic amenities. With absolute visual appeal Armada II doesn’t pull on a level none of their components is more practical and can’t compete even with the elderly Star Wars: Empire at War, not to mention the newer strategies and more serious.


Frankly, already tired, in the last years of the Russian language in games “sorokiniana” welling in his eyes such tears that no damn onion cutting ninja can’t handle. And I absolutely not understand why this is so. In the CIS long been officially published-themed fiction with the already established conceptual base — that prevented access to these translators for help? But localizers stubbornly go their own way and in the end we have all these “Zheleznorudnyh”, “Carriers of the word,” “Guardians of death” “surface[ol]moustache” and my favorite — the “battle boat”, which is actually a battle barge, one of the largest ships of the space Marines. Of course, amid spectacularly disgusting translation Dawn of War III “Armada” looks more godly, but to rejoice still nothing.

However, even if we abstract from the specific terminology of the universe, the picture is especially not getting any better. The meaning of the dialogues and descriptions are transferred in generally true, although sometimes expressions seem to be overloaded and unnatural. Catch the eye slipped grammatical and syntactical errors, as well as the volatility of some caps. In composite structures like ships and squadrons no one cared about matching pieces, because of what they look like “13 Imperial Fists Expedition fleet”. Well, very very sad is when I see that cute font in the original Russian version was replaced by Calibri completely out of place-like something.

Evaluation of localization: 6,0/10


  • all 12 major factions of the Warhammer 40,000 universe, without overpayments and DLC;
  • beautifully rendered ships and beautiful backdrops;
  • the opportunity to command the “Phalanx” or “Honor, Macragge” — fan’s dream!
  • Soundtrack asks in the player.


  • unprincipled and boring single-player campaign;
  • unreasonably trimmed the management of fleets, the lack of customization;
  • linking to the actual story of the universe is almost not needed;
  • sometimes too steep jumps in difficulty in the story missions.


Fighting starships — undoubtedly, the main advantage of Armada II. Admire them in the preview window — the pleasure is almost the same as licking their lips at the vintage cars in the Forza series. With the environment and special effects too, no problems.


Music a bit and she starts to get bored quickly, but by themselves, the songs powerful and fit well the universe.

Single game

Shallow but deliberately complicated the global strategy monotonous “space” battles. The dense atmosphere and inspiring surroundings, on the one hand, the problematic gameplay with the other.


If I don’t want to invite a friend to your campaign options to play along for a bit of tactical fights “1 vs 1” and “2 on 2”, but immediately with all the available factions and ships.

Overall impression

A wonderful visual reference for the military space forces of the world the forty-first Millennium, but rather mediocre game.

Rating: 6,5/10

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Battlefleet Gothic: Armada II

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