Warhammer 40,000: Squad Command Review
Turn-based strategy is not a genre you see often on the PSP, especially when it's not tied into an RPG's battle system. It's a type of game that's better suited to the nice big monitor on your PC and mouse-based controls and after spending time with Warhammer 40,000: Squad Command this becomes pretty apparent. However, in spite of these limitations Squad Command does have some good things going for it. It may not appeal to everyone, but Warhammer fans and gamers who enjoy leading carefully coordinated attacks may just find themselves having a good time with it.
For those of you unfamiliar with Warhammer 40,000, it is based on a war game played with tabletop miniatures. It is set in the far future in a D&D meets Sci-Fi setting in which space marines battle spacefaring orcs, demons, and a host of other factions. Warhammer 40,000 has built quite a following of fans thanks to this setting and its imaginative and deep mythos. It has also served as the inspiration for numerous other games, both on consoles and PCs.
Squad Command puts you in charge of a squad of marines fighting for the human faction known as the Imperium as they battle the forces of Chaos. The missions are tied together with some cutrscenes that make a half-hearted attempt to pass for story, but there's nothing here to bring you up to speed if you're not already well-versed in all things Warhammer 40K. You either have to know the entire background story behind Warhammer 40Kgoing into the game or just accept the fact that you will be leading your men into battle without really knowing why. Ours is not to reason why anyway, right?
The game itself is played in missions in which your job is pretty much to kill everyone who's not on your side. Each mission is divided into turns and play alternates between your squad and the computer-controlled enemy. On your turn you can move your men and give them fire orders in any order you'd like with one basic limitation. Each man is given a limited number of action points each turn, and every action from simply walking to taking aim and firing requires the expenditure of these points. Once a soldier is out of points that's it for him for the current turn. He will not be able to do anything else until your next turn, when his action points will be restored.