Warhammer 40,000: Mechanicus II is the most rigorous tactical game in years, even if it doesn't hold up until the end

Bulwark Studios removed the dice and built two truly different campaigns. The structure holding them together begins to falter halfway through.

di Simone Rampazzi
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In the crowded landscape of turn-based strategy games on PC, the risk of conceptual saturation is a constant that enthusiasts have learned to live with: too many productions replicate old canons without understanding their dynamic essence, or worse, abuse known licenses to mask a bit of design laziness.

Into this complicated panorama steps Warhammer 40,000: Mechanicus II, a title that is not content to capitalize on the aesthetic legacy of its 2018 predecessor, but rather dismantles its structural foundations to redefine the very idea of asymmetrical conflict. After spending a good deal of time with the game, the picture that emerges is that of a deterministic work in the most literal sense of the term: no dice are ever rolled, no success percentages fluctuate on screen, every positioning error is paid for irrevocably.

Bulwark Studios' new effort demonstrates how pure tactical planning can still ennoble the grim darkness of the grimdark, a term in the Warhammer 40,000 universe that defines a future of perpetual conflict without heroes and without redemption. That thesis holds for much of the experience, and collapses exactly where one would expect.

The Heresy of Flesh and Metal: Two Narratives for One Planet

The choice to once again entrust the script to Ben Counter, a key author for the Black Library, Games Workshop's publishing arm for Warhammer 40,000 fiction, proves from the outset to be the decisive move in preserving the philological integrity of the work. The plot revolves around the control of Hekateus IV, a planet that the Adeptus Mechanicus, the machine cult that considers technology sacred and flesh a flaw to be corrected with bionic implants, hastily colonized and designated a Forge World, an industrial production center of the Imperium of Man, unaware that beneath the metallic crust rested the dormant legions of a Necron dynasty led by Vargard Nefershah. Necrons are beings who were once biological and, millennia ago, transferred their consciousness into metallic husks to survive extinction: immortal, cold, and deeply convinced that they own every planet they have ever slept on.

The core of the narrative experience lies in the decision to structure two mirrored and distinct campaigns, an operation that allows for a deep exploration of the contrasting philosophies of the two factions. On one side, the priests of Mars embody a theological fanaticism that justifies the progressive mutilation of flesh in favor of cybernetic implants, considered an act of devotion rather than violence. On the other, the Necrons offer a portrait of a lineage awakening after a millennia-long slumber to find their home occupied by what, in their value system, amounts to biological parasites. 

The mirrored perspective enriches the narrative universe, raising questions about the nature of consciousness and the price of technological immortality. The interstitial scenes alternate between beautifully crafted two-dimensional illustrations and computer graphics sequences, evoking the expressionistic solemnity of Fritz Lang's Metropolis, with its industrial cathedrals and its bureaucracy of the body as a tool: a parallel that the game's art direction seems to consciously acknowledge and cultivate. A concrete narrative limitation, however, concerns the five playable Necron Lords, none of whom have their own voice or dialogue lines: while Mechanicus commanders enjoy dedicated cutscenes and written characterization, Necron Lords remain silent silhouettes, depriving the player of any point of identification in the campaign which, in terms of world-building, offers richer material. The narrative is not limited to merely connecting battles, but penetrates the gameplay through multiple-choice events with immediate consequences for the expedition's resources. The introduction of the Kin faction, the Leagues of Votann, a third humanoid civilization of ancient origins not fully aligned with the Imperium of Man, is intelligently woven into this fabric: in the Mechanicus campaign, it plays an articulated diplomatic role, with dedicated dialogues and cutscenes; in the Necron campaign, its existence is dismissed with the same indifference reserved for any other biological life form. That difference in tone is one of the game's most precise narrative choices, and one of the few that doesn't require corrections when switching between playthroughs.

Farewell to the Random Factor: Two Systems, One Iron Law

On the gameplay front, Bulwark Studios confirms its aversion to success-percentage-based systems: every shot fired within the correct line of sight and range hits, without exception. This choice transforms every skirmish into an exercise in planning where positioning, management of destructible cover, and studying unit synergies eliminate the frustration typical of other genre entries. Main missions are structured as linear paths composed of dialogues, textual choices, and a series of linked battles, called Skirmishes, within which damage taken by troops does not regenerate between encounters, elevating long-term risk management to a cornerstone of progression. Before each combat, the game reveals the activation order of all enemy units: the player, conversely, can freely choose which of their own units to act with first each turn. This informational asymmetry between the fixed enemy sequence and the player's freedom of ordering is the tactical heart of the system, and transforms every opening into a cascading planning problem where actions matter as much as the exact moment they are executed.

The first major asymmetry between the factions concerns the management of the Mechanicus, built on a rogue-lite logic: units are unlocked and upgraded in the Shrine of Knowledge, but the composition of the squad available for each mission is partially random, which requires constant adaptation that, with an already developed pool, becomes a tactical resource rather than an obstacle. The main tactical resource is Cognition, accumulated in battle through specific actions of each unit, such as firing from more than five meters away with Rangers or taking damage with Servitors, and spent to activate Lord abilities or to empower troops before attacking. Distinct and separate is Requisition, a strategic resource earned by controlling forge-cities on the planetary map, which determines which units can be recruited at the start of a mission and at what equipment grade. Keeping the two resources distinct is not a nominalistic matter: a Mechanicus player who confuses tactical Cognition management with strategic Requisition management quickly runs out of both.

The Necrons operate on opposite principles. The five playable dynasties have fixed units unlockable sequentially via their respective Lord's experience points, ensuring predictable strategic control that contrasts sharply with the Mechanicus's variability. In battle, the Dominion system scales with damage dealt: each point of damage generates one Dominion point, five points open the first level, another five the second, with increasing thresholds upwards. At each threshold, aura passives and enhanced abilities are activated for all deployed units. Dominion resets at the end of each combat, which makes the faction slow and limited in the initial stages. Those who progress beyond the middle of the campaign unlock mechanisms to preserve part of the Dominion from one encounter to the next, and from that moment, the power progression becomes difficult to contain. The combination of Praetorians and Deathmarks is structurally broken in the advanced stages: the Command Protocol, which adds two damage points to the next melee attack, combined with the exceptional mobility of the Praetorians, allows them to reach enemy Lords and eliminate them in a single turn, bypassing any armor system. The result is that the latter part of the Necron campaign loses all strategic tension: missions can be resolved on the first turn with a repeatable sequence.

Connecting the battles, the planetary strategic map requires active territory management. Each controlled city has three indicators of Necron subterranean activity: if all three awaken, the legions launch an offensive that permanently destroys the outpost, reducing recruitment capabilities for the rest of the campaign. This dynamism prevents passive resource accumulation and forces at least one real combat per game day. The most evident structural limitation, however, does not concern the tactical system itself, but the variety of content that frames it: the strategies available before each mission are always the same three for the entire duration of the game, and the in-mission textual events offer the same four options across hundreds of battles. For those who stop around thirty hours, the repetition remains in the background. For those who tackle both full campaigns, it emerges with a clarity difficult to ignore.

Mechanicus II's Aesthetics Hold Up, the Code Less So

The industrial aesthetic, characterized by smoke-filled cathedrals, rusted pipes, and the fluorescent green light of Necron crypts, is supported by an art direction that never succumbs to the temptation of ornamentalism for its own sake. The soundtrack, the work of the same creative team that scored the predecessor, combines liturgical Latin choirs, analog synthesizers, and heavy metallic percussion that envelop each encounter in a solemn and unsettling embrace: the sound design is conceived as a narrative extension, not as background.

On the technical front, we tested the title on a configuration with an NVIDIA GeForce RTX 4060 graphics card and a native 21:9 ultrawide monitor. Ultrawide monitor support is implemented without compromise: the extended peripheral view proves to be of concrete tactical importance, as the wide field of view allows monitoring the entire chessboard without constantly moving the camera. Performance on the RTX 4060 is solid at 2560x1080 resolution with graphics details at the highest level: the tactical genre does not impose particularly heavy loads on the card, and fluidity drops recorded in some missions with many particles on screen remain episodic and never destabilizing. A practical warning: the TAA anti-aliasing preset tends to introduce a perceptible blur in motion, which can be resolved by switching to an alternative method in the graphics settings. Loading times on SSD are almost nonexistent, making the transition from the strategic map to individual missions immediate.

However, three documented technical issues remain unresolved in the analyzed version. The audio mixing suffers from a severe imbalance: explosions, tied to the same slider as generic sound effects, saturate the channel and overpower musical tracks, making it necessary to manually lower the effects volume in each session.

The Necron interface shows health and defense values that fluctuate erratically in the Lord upgrade screen when attributes not directly related are modified, making build planning unreliable before each mission. Finally, some sound effects are erroneously linked to the voice lines slider instead of the effects slider, creating situations where muting effects is not complete. None of these three problems block progression on normal difficulty, but the second and third become limiting for those who want to tackle the game at higher difficulties, where pre-mission planning and sound control are not secondary factors.