The new missions reflect the Orkish psyche and goals: they will have to loot, plunder, attack in strength and with brutality. We really wanted to make this campaign different and give it a unique orkish flavour. We also wanted to add new and different Victory Conditions so that there would be more variety. Another area in which the game has been improved is unit skills: the Orks have also been given tons of new abilities, which they can gain when they level up throughout the campaign. Each of them is distinctly orkish and screams Gork and Mork!
Today we’ll give you guys a sneak-peek on the new unique missions. They are of course separated by many Skirmish battles helping to showcase Ork strengths and abilities.
Orks Landing marks the beginning of the campaign. It’s an extremely fun and intense scenario. Big Redd’s orks will have to capture the landing zone. When you capture Victory Points you’ll have more troops teleported on your position, while the Space Wolves reinforce the zone with Drop Pods. Both factions will build up in a tense escalation, and what started as a small engagement will end up as a massive battle.
The Lootas is a retrieval mission: the Orks need to gather resources to build a Tellyporta, and will attempt to grab what they can from a scrapyard. They need to go grab Loot from specific parts of the map and bring it back to their Loot pile, and a larger force of Space Wolves will attempt to stop them. This makes for a fun and unique map in which mobility will be vital.
Into the Maelstrom is a seek and destroy mission. The Orks want to take some extremely important promethium Power Cores. The problem is that they are being carried in Rhinos, and escorted by a large force of Space Wolves. Big Redd’s lads need to destroy those rhinos, grab the power cores, and bring them back to their base. They also need to prevent the Space Wolves from delivering them to the extraction point. It’s basically our own version of a Capture the Flag scenario (only, with multiple “flags”). It’s a unique scenario in Sanctus Reach, and the game has never offered anything similar before.
Cutting the Wolf’s Throat is the epic conclusion of the campaign. I don’t want to give away too many spoilers, but it will be a massive fight, which will decide the fate of the Isle of Dominus. Get ready for the slaughter, it’s going to get messy!
Between the unique scenarios and plenty of skirmish battles you’ll carryover your orks throughout a long campaign which will test your mettle and strategic ability. With new units, new victory conditions, new abilities, new heroes and a lot more dakka, Legacy of the Weirdboy is a must-have for all Sanctus Reach players!