4 people found this review helpful
Recommended
0.0 hrs last two weeks / 0.0 hrs on record
Posted: 16 Jun, 2021 @ 8:38pm

Of all the unit packs I'd say this one is the most optional. Almost all of the units added are very niche, especially the titular fortifications.

The Void Shield Generator is a structure that deploys a ranged damage reduction field in a two tile AoE around it. This can give an impressive amount of survivability to your armies, especially your infantry, allowing them to bunker down in the face of ranged attacks, especially blast attacks that would normally devastate them. The catch with the Generator is that it is totally indiscriminate with who it provides its protection to. If any enemies move into range of the void shield generator they will also benefit from the protective field. In the event of your enemies taking the space around the generator, either disbanding or disabling the field is the best course of action.


The Gauss Pylon is really cool, ever since I played Ultimate Apocalypse for Dawn of War Soulstorm I was enamoured with this colossal turret of death. Unfortunately it is easily the single most niche unit in this whole pack. As a tier 10 research option you're not going to be able to deploy a Gauss Pylon until the very end of the game, and honestly if you find yourself needing to, something has gone wrong in your campaign. The Gauss Pylon is deployed by the Necron's Headquarters structure within a 5 tile range, meaning it is a purely defensive structure and is very difficult to deploy in a location where you're likely to be fighting unless you're well on the backfoot. Unlike Ultimate Apocalypse the Gauss Pylon cannot be redeployed once it's been created, so once its been placed its stuck there as a very, very intimidating guard post.
On the upside, on the off-chance that any vehicles do come in range of the Pylon they're going to have a very very bad day.


The Noctolith crown is an odd fortification. It has a sort of 'jack of all trades, master of none' role. It provides a 33% invulnerability status to all allied units adjacent to it, making any forces posted around it will be very sturdy, especially considering how durable many Chaos units already are. This usually makes the Crown itself more of a target than the units around it as the structure is not all that sturdy itself. The Noctolith Crown also comes with a 2 range lightning attack that does light damage to an enemy each turn, not a whole lot but not something to entirely write off. The most niche feature of the Crown is that any enemy psykers in a 3 tile range of the structure take a 10% hit to their health every turn. The number of units that you can actually apply this to is few and far between but its a neat idea.
Honestly the best feature of the noctolith crown is just erecting big, spiky, gaping holes into the Warp which just looks cool. The next best is erecting them next to your long-range infantry during a siege.


The Aquilla Macro Cannon is by far the most useful of the fortification units. Even though its a tier 10 research like the Gauss Pylon, unlike the Gauss Pylon it can be deployed anywhere on the map thanks to the Space Marines' Orbital Operations mechanic. Anywhere that you're fighting the battle barge can drop one of these big boys behind your back lines (or even in front of them due to the guns impressive health and armor pool) and rain volleys of apocalyptic death on anything within 5 range of the massive gun. As you can drop one of these guns EVERY TURN the only limiting factor to how many you drop onto the field is the 12 requisition upkeep and significant influence cost. The requisition upkeep is easily dealt with by disbanding the guns you no longer need and just dropping them outside of all your enemy's bases. The cannon also comes with a transport slot like the fortress of redemption so your infantry can duck and cover inside of it if things get too hot for them. Make like an Imperial Fist and FORTIFY.


The Orks have the first non-fortification unit of the pack, the Big Mek. I don't play much of Orks but the Big Mek can help beef up your armies while supporting your vehicles. The unit basically functions as a mobile Void Shield Generator, providing a 33% ranged damage reduction to himself and all adjacent units and providing a repair ability to fix up any of your damaged trukz or tankz and even Boss Towers. The unit himself is VERY fragile, with only 6 health but makes up for it with a massive armor rating and his ranged damage reduction. He's almost invulnerable from ranged attacks but armor piercing melee assaults or a witchfire attack will kill him almost instantly.


The second non-fortification unit of the pack belongs to the Tyranids, the Biovore. The Biovore is a powerful anti-infantry artillery unit, a classic glass cannon that will obliterate any high model count unit easily but keel over if something so much as sneezes at them. In addition to their main attack they can also deploy slow moving Spore Mines anywhere within their attack range. The Mines can only move 1 tile per turn and are very very fragile but if they come into contact with any infantry squads they're almost guaranteed to wipe them out. Great for ambushes or devastating infantry squads that don't have overwatch available.
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