Video summary
Total War 40k Livestream reveal was MASSIVE!!
Main summary
Key takeaways
Storyline / Setting
- The livestream focuses on Total War: Warhammer? (subtitle indicates “Total War 40k”, i.e., Total War: Warhammer 40,000 / Total War 40,000).
- The emphasis is on recreating the grim darkness of the 41st Millennium while bringing Warhammer 40K’s squad feel into large-scale Total War battles.
- Psykers and faction-flavored psychic chaos (e.g., Chaos / demons, with parallels to Eldar farseers) are explicitly teased as major battlefield elements.
Overall goal: make large battles still feel like Warhammer 40K squads—distinct units, distinct roles, and distinct pressure points.
Gameplay Highlights & Key Mechanics
1) More individualized units (multi-entity squads)
- Units are made up of multiple entities with different weapons and stats.
- This allows units to be effective against more specific target types.
- The intent is to match 40K’s identity of “not everyone has the same kit.”
2) Heroes with bodyguards + customization
- Heroes lead squads and can be paired with bodyguard units.
- Heroes can be customized, rather than serving only as lone unique characters (as some Total War entries have done).
3) Independent firing within formations (“lines of fire” per entity)
- Lines of fire are now individual to entities inside a unit.
- Different models/sections can fire independently.
- Enables multi-directional / context-aware shooting, instead of a single synchronized fire arc.
4) Strafing fire while moving
- Units can strafe and return fire while moving slowly in a chosen direction.
- Accuracy is affected by movement.
- Example mentioned: tanks backing away while firing at infantry.
5) Regimental orders & command influence
- Air strikes and army abilities exist.
- Regimental orders (for the Astra Militarum / “Astramilitarin”) affect only units near command units / Vox-caster-style units, resembling tabletop-ish mechanics.
6) Projectiles/munitions model + suppression + sweeping attacks
- Claims included:
- All projectiles are simulated
- Units have unlimited ammo (speaker notes this may still need balancing confirmation)
- Suppression is present
- Certain units (example: a Baneblade) have sweeping power to maximize range damage
7) Sentry mode, clearer targeting, and line-of-sight feedback
- A new sentry mode lets you mark enemy units to prioritize once they enter range.
- A visual indicator of line of sight appears when targeting.
8) Psykers + unit morale + visual damage
- Psykers are mentioned first, likely Imperial-sanctioned psykers (possibly including Librarians).
- Psychic mechanics are framed as risk/reward, including the possibility of catastrophic outcomes if things “go wrong.”
- There is a morale system.
- Units show damage visually—more battered/bloody models as they’re hurt.
9) Reinforcements and reserves (bring units mid-battle)
- The Balance of Power bar can represent reinforcements off the field.
- You can:
- Deploy reserves during battle to bring units in mid-fight
- Or hold reserves and bring them later
- Reinforcements are framed using 40K-style delivery (e.g., drop pods, Thunderhawks, deep strike concepts).
- Example strategy:
- Don’t drop all elite units immediately.
- Wait for a timing window to reinforce from behind, secure objectives, and encircle enemies.
10) Blood won’t be a paid DLC
- Blood will be free, not sold as DLC.
Strategies / Tactical Ideas Mentioned
- Use bodyguards to protect key heroes before committing to a major engagement.
- Use reserves / deep strike tactics:
- Hold terminators/elites until the battlefield position is favorable.
- Drop/arrive behind (or at key points) to take objectives and encircle.
- Use sentry mode / marking to pre-assign threats to units.
- Leverage independent entity firing to hit targets across multiple angles, rather than relying on a single synchronized firing lane.
Featured Gamers / Sources (end of video)
- PC Gamer article (used as the source for the summary)
- Woody (named as the person editing/background footage in the video)