Warhammer 40,000: Gladius - Demolition Pack
Charts
22 😀     10 😒
62,21%

Rating

Warhammer 40,000: Gladius - Demolition Pack DLC

11 new units are ready to enter the battle for Gladius Prime with the Demolition Pack!These new units are ready to demolish all the enemies’ defenses and they will give you more new strategic options.
App ID2932380
App TypeDLC
Developers
Publishers Slitherine Ltd.
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Shared/Split Screen Co-op, Shared/Split Screen, Partial Controller Support, Remote Play Together, LAN Co-op, Cross-Platform Multiplayer, Downloadable Content, LAN PvP, Shared/Split Screen PvP, Steam Trading Cards, Steam Workshop, Family Sharing
Genres Strategy
Release Date23 May, 2024
Platforms Windows, Linux
Supported Languages German, Spanish - Spain, Simplified Chinese, Russian, English, French

Warhammer 40,000: Gladius - Demolition Pack
32 Total Reviews
22 Positive Reviews
10 Negative Reviews
Mixed Score

Warhammer 40,000: Gladius - Demolition Pack has garnered a total of 32 reviews, with 22 positive reviews and 10 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Warhammer 40,000: Gladius - Demolition Pack over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 0 minutes
lore compliant wonderful turn base strategy game
👍 : 3 | 😃 : 0
Positive
Playtime: 0 minutes
I enjoyed the dlc. Not gonna lie, I'd prefer some more EXCITING units for some of the factions (the Tau one I am sure is good, just not as cool as Terminators), but overall its pretty good. Tbh, even if the units aren't the strongest, I appreciate the diversity since I like to also build lore friendly forces sometimes ^^
👍 : 4 | 😃 : 0
Positive
Playtime: 0 minutes
This game makes my brain juice go brr. 10 bucks for extra units? Deal. About the units: Sydonian Dragoon - Adeptus Mechanicus These guys are OK. Good damage reduction. Does OK single target damage. Nothing to write home about tho. They fall off pretty hard late game. Can use them to clean up neutral Kastelan Robots early game if you don't have enough tech priest to convert them. Field Ordnance Battery - Astra Militarum Best unit of this entire DLC and here is why. It absolutely decimates enemy infantry, have 3 range and does not need line of sight. For a measly 20 food and 20 stone you destroy anything infantry. You can get them early and RAPIDLY expand into neutrals. Heavy infantry factions like Space Marines or Drukhari just die to it en mass. Even tech 10 Drukhari on drugs get lit up. The beauty of it is that you can park It next to your Lord Commander and make them even more devastating (they are considered infantry). Field Guns hold up well even into the late game! Chaos Terminator - Chaos Space Marines These guys are good. Pretty expensive for infantry with high food upkeep but if you've been snowballing hard they are worth getting as a frontliner. They have the same 33% damage reduction as Space Marine terminators but more weaponry. If you are using their combi shot use it point blank as it does a lot more damage. Talos - Drukhari Use this thing to wreck tanks. Honestly Drukhari are already so strong it feels like an overkill. Drugged up elves just demolish everything. Wraithlord - Craftworld Aeldari Mini wraithknight. Half the price of the real deal. Get it in a pinch if you can't yet afford the big dogs. Skorpekh Destroyer - Necrons I don't know how to feel about these guys. They have a tone of HP, mid armor and do good melee damage to everything. BUT they are expensive and can be decimated by anything with splash. (Field Guns absolutely demolish these guys, it's not even funny). Triarch Praetorians honestly perform a lot better and are 20 energy cheaper. Burna Boy - Orks That's a nice infantry you got there. It would be a shame if these guys walk up to it and just burned it down in one volley. Ork WAAAAGH attack multiplier makes flamer weapons stupid good vs infantry. They are pretty squishy and will likely die but my brother in Christ you are playing Orks! Just make more. Arco Flagellant - Adepta Sororitas I'm a fan of Sister Repentia. These guys are cheaper but for only 10 more requisition you can get chain sword girls who do stupid amount of damage. Arco Flagellants are just bad. Assault Terminator - Space Marines What if you had an infantry unit that just doesn't die? These guys got so much damage reduction they can stand in front of a Baneblade and just shrug off hits. You want them if you are defending or need good tanky anchor unit. Very low damage though. Fire Warrior Breacher - T’au Same cost as regular fire warriors but significantly more damage. 1 range though. OK if you are fighting mostly melee factions and want to defend your front line. Maleceptor - Tyranids Synaptic creature with good damage resist. Doesn't do crazy amounts of damage but could be good to maintain fearless on your army. It costs the same as Norn Emissary (120 biomass). Unfortunately Norn Emissary is better in every way while also being a synaptic creature so there is no reason to make a Maleceptor anymore. RIP. Overall a good DLC. Please, for the love of all that is holy give Sisters a decent transport unit. It's embarrassing that you have to hoof across the map like one unit at a time. Where is the Repressor or the Rhino? Thunderhawk? T_T
👍 : 3 | 😃 : 0
Positive
Playtime: 0 minutes
I'll give this a reluctant and possibly premature recommendation. Why? Because it's more content added to a great game that supports Linux. But... It doesn't yet seem significant enough to validate a ten dollar price tag. That said, I've only used one of the new units, and have fought against a few others. Are the new units cool? Well... kinda? I used Chaos Terminators a good bit. They're definitely useful. Their cooldown ability is quite powerful. But when I played as Orks, I wasn't even sure what the new unit was until I confirmed that the flamers are new, after the match was in the end-game phase. If the price were five dollars, I'd give it a recommendation without hesitation. But 11 new units for 20-25% of the price of a whole brand new game? That's asking a bit much. I'm going to try to play some more matches and focus on the new units more. I'll update this review if it changes my opinion.
👍 : 5 | 😃 : 1
Positive
Playtime: 0 minutes
Its too much money for only 11 units. (cool units tho) i mean c'mon at least try for two for each faction and make it fifteen.
👍 : 65 | 😃 : 3
Negative
Playtime: 0 minutes
Imperial Guard review! I buy these dlc because I want to support the developers. As an avid Astra Militarum (Imperial Guard) player and someone who has purchased nearly all the Gladius DLCs, I genuinely love the game—especially how each expansion adds depth not only to my faction but also to allies and enemies alike. So when the Field Ordnance Battery was added, I couldn’t wait to try it out. Unfortunately, it’s been a bit of a letdown. Functionally a Downgrade compared to the heavy weapons team. The Field Ordnance Battery appears to be a mid game-tier replacement or evolution of the Heavy Weapons Team—it comes later in the tech tree and costs more. But in practice, it feels strictly worse in almost every meaningful way. Higher Cost than the Heavy Weapons Team Same Range, 3 tiles making it's indirect fire almost irrelevant if it performs better when holding still. You don't particularly need indirect fire. It's nice but I would rather take a more useful and versatile unit like the heavy weapons team. No access to anti-tank rounds, which is fine because it says that in the description. Cannot use Overwatch, which severely limits its defensive utility Takes 1–2 hits to kill, like any other fragile infantry unit Accuracy penalty when moving, making it best used stationary—yet again, no Overwatch means it can’t properly defend itself even when holding ground Suggestion If it’s meant to be a stationary fire support unit, then it needs Overwatch, at least when it has direct line of sight. This would give it a viable defensive role and justify its position in the tech tree and resource cost. 4 tile range would be another thing to consider. I'll keep an eye on my review if they update the unit to make it worthwhile. I have hope with you guys!
👍 : 7 | 😃 : 0
Negative
Playtime: 0 minutes
Is it too expensive? probably. I got it since i love warhammer, so it gets a thumbs up from me. otherwise wait for it to go on sale for 25% off or so.
👍 : 27 | 😃 : 1
Positive
Playtime: 0 minutes
Nice little addition. Glad to see continuing support for one of my favourite games :-)
👍 : 28 | 😃 : 0
Positive
Playtime: 0 minutes
This dlc really wont add anything to the game for you, most of the units either dont have a role or that role is already being performed by another unit in almost every faction but some of them are cool but i have found that their performance is honestly lackluster and are essestially a worse version of some other units but they are cool, my review is negetive because this unit pack is a huge downgrade compared to other unit packs not because the content in it is bad.
👍 : 35 | 😃 : 0
Negative
Playtime: 0 minutes
Let's get the main issue out of the way first... For $10 US ($12 Can or Aus), we're spending around $1 for each unit we get in this DLC (and the economy's not [i]THAT[/i] bad yet). All-in-all, we're getting $3-$5 worth of content, so just [i]”Wishlist”[/i] it and wait for it to go on sale. Anyway, here's my opinion of each unit you get here... [h1][u]The Units[/u][/h1] (In the order they appear in the Steam trailer) [h2][u]Sydonian Dragoon[/u][/h2] It's an “OK” earlygame unit to reinforce your starter units if they come across something heavy like enemy vehicles or roaming Kastelan Robots. It doesn't do much against infantry at all, but can prove a good distraction as it can take a surprising amount of punishment despite it's low stats. In the lategame, it will be outshone by other units. However, it's speed and durability do open up the possibility of use as a relatively cheap shock troop or to absorb Overwatch attacks. I'm not much of a Mechanicus player yet, so I can't really tell exactly what hole this unit is supposed to fill or role it has in their army comps and strategies. But overall, I am unimpressed with it. [h2][u]Field Ordnance Batteries[/u][/h2] It is a very good addition to your early army, capable of clearing most units you'll encounter in the first 50 turns (both roaming and enemy). It cannot Overwatch (due to the Barrage weapon trait) but with your starter units it can be the main source of damage to any Infantry they come across. If they get closed in on, they also have both Frag and Krak grenades available to them if researched, with Krak Grenades being their only option to counter heavily armoured enemies. While I don't often play Militarum, the role I see them in is an artillery unit that benefits from having an Infantry classification. They fill the early to midgame gap when teching into vehicles, while Infantry are decently upgraded from early techs and Vehicles aren't teched into enough just yet to be the better option. [h2][u]Chaos Terminator[/u][/h2] They are a strong shock trooper that your enemy cannot afford to ignore. They are quite tanky and take a while to lose Morale, which gives them ample opportunity to break through the enemy lines and/or get in to quickly melt a high-value target with their Combi-Plasma ability. They are powerful “jack of all trades” units that can easily carry your army if you manage to rush to them in the early parts of the game (around 50 turns), even capable of going up against any low-level Hero at that stage. In the mid to lategame, they remain quite strong and are your best value unit for non-fodder infantry. [h2][u]Talos[/u][/h2] A bulky front line for a faction that needed it. With the only other front line options being either your transports or fragile melee fighters, this “beefy but not quite tanky” addition fits in nicely to help them in prolonged battles. Whole slow, and taking a full 6 transport slots if you want to give it some speed, it's still Drukhari in that it dishes out a lot of damage. It tears through infantry, and even many vehicles when in melee, but it's not the best at dealing with targets that can survive more than a couple hits. While it is bulky, and it takes a lot to get the morale penalties, it's still Drukhari and thus not really “tanky” by any other faction's standard. [h2][u]Wraithlord[/u][/h2] They are the newest hammers of the Aeldari. They are somewhat fragile, requiring support and positioning for terrain defensive bonuses to last more than 3 or 4 hits against bases or units of equal tier, but they hit [i]hard.[/i] Their melee weapon basically ignores any armour, while their double Flamers easily clear all but the heaviest infantry targets. Their dual range 2 canons are classed as Lances and Heavy, so standing and hitting fortifications only hits harder after the first strike. The best part about them, however, is that they are very easy to tech into, as by the time you unlock them you've probably already got most applicable upgrades and the infrastructure to make them quickly. [h2][u]Skorpekh Destroyer[/u][/h2] Necrons are one of my most played factions, and I believe these are a strong addition to any army comp. What Heavy Destroyers are for anti-heavy, the Skorpekh Destroyers are for melee front-lining. Between their high base health and the Necrons self-healing it's quite a tanky unit, and they do decently high damage quite consistently. Unlike their Heavy Destroyer counterpart, they do not hover and have no ranged attack which makes them a strong pairing of units. [h2][u]Burna Boyz[/u][/h2] Da Burna Boyz is gud for da earlygame, cookin' and roastin' most fings ya meet. But dey'z weak, an' down't take dat much dakka ta kill. Wonce ya git som' Killa Kans, ya down't need deese boyz no more. I haven't played much of the Orcs, but from my experience these boyz will help you get out onto the map and deal with most of what you'll encounter around your starting location. [h2][u]Arco Flagellant[/u][/h2] The only male unit the Sisters have, this unit is... just the [i]worst.[/i] It's a Sisters Repentia that you can unlock in tier 1 instead of tier 2, except it's slower, weaker, more fragile, and literally can't do anything to armour (literally [b]0 armour penetration[/b] stats). Worse, it doesn't get ANY upgrades aside from Infantry Armour and Melee Armour Penetration (they don't even get “Sister Superior” despite it saying it applies to all infantry). The only positive is it's the least expensive unit as far as resource costs go; costing 10 less requisitions than Battle Sisters, and only 1 fewer turns to create. That being said, you're better off spending the time it takes to make them on making something else. [h2][u]Assault Terminator[/u][/h2] These guys are one of the tankiest units [i]in the entire game,[/i] and that's including Heroes. %33 and %67 Invulnerable Damage Reduction passives don't make them %100 invulnerable; the effects stack separately and are not additive. But that still leaves them incredibly tanky on top of their 10 armour, and then they reduce the target's damage by lowering it's accuracy with their attacks. They do high but not incredible damage to armoured enemies and fortifications, but they struggle a bit to finish off infantry (though the infantry are unlikely to kill them either). Left alone, a handful of 4 or so can take down an undefended city by themselves. [h2][u]Fire Warrior Breacher[/u][/h2] I enjoy playing Tau, and in my opinion this unit is good as guards and for traps. They only have 1 range, but their damage is about %33 more than that of Fire Warriors when attacking from Overwatch. That, plus some Invulnerable Damage Reduction, makes them decent guards for your base or strategic areas, but they can be tricky to use offensively. When not Overwatching their attacks are slightly weaker than Fire Warriors at max range, and they are easily out-ranged by many other units in the game, so proper positioning is key. [h2][u]Maleceptor[/u][/h2] Tyranids are my favourite faction to play, and I play them by far the most. This unit is very “middle of the road”; it's not great, but not bad. It's tanky enough to take a few hits but will melt quickly if focused down. It's abilities can be best described as being [i]similar but different[/i] to the 'thropes abilities. It has a damage reduction ability that isn't as good as the passive that comes with Venomthropes, but it can stack with that passive and follows the units it applies to if they move away. It's psychic attack isn't as powerful as that of Zoanthropes, but also works differently; damage varies from very weak to very strong depending on the enemy's Morale level. Moreover, all it's abilities are [b]Free Actions[/b] that can be used at any time in the turn. It certainly has a niche as a beefy support unit, and any army will benefit from it, but it's not something to build a whole strategy around.
👍 : 71 | 😃 : 0
Positive

Packages

ID Name Type Price
1044502 Warhammer 40,000: Gladius - Demolition Pack Package 9.99 $

There are 0 packages available for this game, each priced to provide players with a selection of in-game currency, exclusive items, or bundles that enhance gameplay. These packages are designed to offer players various options to customize and advance their game experience.


Warhammer 40,000: Gladius - Demolition Pack Screenshots

View the gallery of screenshots from Warhammer 40,000: Gladius - Demolition Pack. These images showcase key moments and graphics of the game.


Warhammer 40,000: Gladius - Demolition Pack Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: OS Windows 10 (64-bit)
  • Processor: Intel Core i3 or equivalent
  • Memory: 4 GB RAM
  • Graphics: Vulkan support with 3 GB VRAM (Nvidia GeForce 900 series / AMD Radeon RX 400 series)
  • Storage: 4 GB available space

Warhammer 40,000: Gladius - Demolition Pack Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: OS Windows 10 (64-bit)
  • Processor: Intel Core i3 or equivalent
  • Memory: 4 GB RAM
  • Graphics: Vulkan support with 3 GB VRAM (Nvidia GeForce 900 series / AMD Radeon RX 400 series)
  • Storage: 4 GB available space

Warhammer 40,000: Gladius - Demolition Pack Recommended Linux System Requirements

Recommended:
  • OS: Requires a 64-bit processor and operating system
  • Processor: Intel Core i3 or equivalent
  • Memory: 4 GB RAM
  • Graphics: Vulkan support (Nvidia GeForce 600 series / AMD Radeon HD 7000 series / Intel HD Graphics 500 series)
  • Storage: 4 GB available space

Warhammer 40,000: Gladius - Demolition Pack has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


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