Tuesday, 19 June 2007

Squad Command - for PSP and Nintendo DS

Warhammer 40,000: Squad Command marks the first time that the brutal, war-ravaged world of Games Workshop's Warhammer 40,000 universe will be playable on the PSP. Warhammer 40,000: Squad Command features fast, action-packed combat through turn-based strategy and an engaging, authentic single-player storyline.Gamers play as the elite Space Marines of the Ultramarines chapter and strive to combat the encroaching evil of the ruthless and daemonic influenced Chaos Space Marines through 13 cinematically-tied missions. With a robust multiplayer mode featuring 9 unique missions, gamers will team up and go head-to-head with other gamers worldwide as either the Imperium of Man or Chaos Space Marines, ensuring hours of unique replayability.Warhammer 40,000: Squad Command will also fully utilize all the portable functionality of the PSP, bringing the Warhammer 40,000 universe to life on handheld.
Compelling single player game consisting of 13 unique missions.

9 unique multiplayer maps for Local or Global games, with small, medium and large map variants to cater for games from 2 to 8 players.

Fully destructible, real time 3D battlefields mean that no two games will be the same.

Pick from two Space Marine chapters or two Chaos Space Marine Legions to play as in Multiplayer games, in battles between Imperium vs. Imperium, Forces of Chaos vs. Forces of Chaos, or Imperium vs. Forces of Chaos.

Over 20 ranged and close combat weapons taken directly from the Warhammer 40,000 universe, including the Bolter, Plasma Gun, Chainsword and Power Fist.

Tomb Kings

The Tomb Kings were once rulers of Nehekhara, a vast kingdom analogous to ancient Egypt and the Mesopotamian civilizations. The rulers were led to believe that they would rule paradise in the afterlife, and were thus entombed so that they were prepared for this. Hundreds of years later, the necromancer Nagash waged a series of wars with the Nehekharans before finally being defeated. His failure to dominate the region was bittersweet, as a lasting curse slew the populace and rendered the once-fertile kingdoms desert. Through the polluting side effects of Nagash's curse, the ancient Nehekharan magics, and the manner of burial, the Tomb Kings were born.

Their armies are based around deployments typical of Mesopotamian/Egyptian antiquity. Large blocks of light infantry armed with bows, axes, maces, spears, and shields are supported by chariots and light cavalry.

They may also field gigantic undead scorpions, swarms of scarabs, and animated statues of their gods. Every Tomb Kings army must be led by a King or Prince (the army's General). His force of will drives the host forward, while the accompanying Liche Priests or High Priest (called the Hierophant, one of which is also compulsory in every Tomb Kings army) animates the dead. An army can usually survive the death of its General, but once the Hierophant is slain, its only a matter of time before all non-character models collapse into the sand.

The army is best-known for its magic: Liche Priests and High Liche Priests (along with Tomb Kings and Princes to a lesser degree) employ a variety called "Nehekharan Incantations". They are not subject to Miscasts or Irresistible Force, are cast automatically, and are subject to dispel like normal spells. Priests do not roll for their spells as most Warhammer wizards; each knows all four incantations (Tomb Kings and Princes know a set two).

A key feature of the Tomb Kings army is inter-reliance. Most units are weaker than analogues in other armies, more expensive to deploy, or otherwise restricted. What they lack in raw power, however, they make up for in versatility. Consequently there are no "hammer" units in a Tomb Kings army. A force must be carefully fielded, magic has to support infantry and cavalry must make key flanking maneuvers. While this might like sound like basic military technique, it is important to remember that for most armies in Warhammer Fantasy Battle, such tactics are a great advantage. For Tomb Kings players, they are absolutely essential to victory.
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Monday, 18 June 2007

Games Day 2007

Mythic Entertainment will be present at each U.S. Gamesday promoting the upcoming release of Warhammer Online: Age of Reckoning. Mythic will have a booth set up with multiple gaming stations where attendees will be able to play a demo of the game. Mythic representatives will also be on hand to talk about the game and answer questions. For more information about Warhammer Online please visit www.warhammeronline.com.
Baltimore Games Day Update:For all those attending Baltimore Games Day (June 23rd) Mythic Entertainment is offering invitations to the Warhammer: Age of Reckoning Closed Beta Test! In addition you'll be able to join Senior Producer, Jeff Hickman, and Creative Director, Paul Barnett, for a truly unique WAR presentation and Q&A.
You'll be able to test your RvR skills in a 20-player battle royale, get your hands on the Empire and Chaos armies, and check out the new Dwarf and Orc starter zones!

New Release-Dwarf Longbeards

Dwarfs are taught from an early age to respect their elders, and the oldest Dwarfs in the stronghold are given the greatest respect. Their beards must be touching the floor before they are given the title of Longbeard. The ceremony that follows when a Dwarf finally joins this elite caste is a great occasion; many a tavern has been drunk dry in the forthcoming feast.
Longbeards are a Special unit choice in a Dwarfs army. They may be fielded in regiments of 10+.

New Release-Dwarven Hammerers

The Hammerers are the King's personal guards and so are given a high status within the stronghold. They are very skilled warriors and are personally selected by the King himself. If a Dwarf proves himself courageous enough over the course of many battles he may be selected to join the Hammerers.
Hammerers are a Special unit choice in a Dwarfs army. They may be fielded in regiments of 10+.

New Release-Dwarf Miner Regiment

Dwarfs have a thirst for gold, and construct deep mine shafts beneath the mountains in their quest for more, but it is not the only thing that fuels their interest in mining. Gemstones and ores are also especially valuable, many Dwarf crafts are dependent on a regular supply of both.
Dwarfs are ideally suited as miners, their strength and endurance makes them excellent wielders of pick, hammer and shovel. They also have an instinct for the stone, knowing where to dig and when to shore up a section of the tunnel. Collapses and other accidents are very rare. The longer established a mine is, the more machines there will be. Steam-powered engines, fixed in position, continually pull chains which tow wagons out of the depths of the mines. Some clans may even use a new boring machine that some Engineer has invented. But, however successful these are, they can never replace the skill and experience of a Dwarf Miner.
When a Dwarf hold goes to war, many mining clans will send their warriors to battle. As a gesture of pride in their profession, they will tend to carry picks rather than axes but their skill with them means there is no disadvantage. There are many benefits to having these dwarves in an army, notably they can use their skills to tunnel beneath the enemy and gain the advantage of surprise.