Warhammer 40,000: Gladius – Relics of War

The 4X strategy game that realized diplomacy is pointless when everyone is a xenophobic killing machine.

Proxy Studios did not initially set out to build a Warhammer 40,000 game. Following the release of their sci-fi strategy title Pandora: First Contact, the small development team originally considered adapting the Warhammer Fantasy setting before shifting to the grimdark universe to capitalize on its wider popularity. Published by Slitherine Software, a company possessing a long history of handling combat-heavy tactical wargames, Warhammer 40,000: Gladius – Relics of War arrived on PC in July 2018. The project represented a specific structural experiment adapting the traditional grand strategy formula to fit a license where peace is lore-breaking. This commitment to focused, uncompromising game design reflects the analytical standards maintained in the file named Critical Moves.

The defining mechanical choice of Gladius is its complete removal of diplomacy and trade. The standard pillars of exploring, expanding, and exploiting remain, but extermination operates as the sole method of interaction between the launch factions. The simulation takes place on Gladius Prime, a procedurally generated planet populated by aggressive neutral wildlife like Kroot hounds and Enslavers. Combat plays out on a hex grid and functions much closer to a dedicated operational wargame than a traditional empire builder. Units possess specific armor penetration values, morale mechanics, and overwatch capabilities demanding precise positioning.

The factions feature asymmetrical tech trees, distinct base-building rules, and specific economic requirements. Space Marines rely on a single central fortress and orbital deployments, projecting power without sprawling borders. Orks spread rapidly across the map using scrap resources to fuel their endless Waaagh, requiring constant combat to maintain momentum. The Astra Militarum utilize layered defensive lines and massed infantry supported by heavy armor. The Necrons slowly awaken from tomb worlds to strip the planet of resources. This asymmetry ensures the operational tempo varies drastically depending on the chosen faction.

The structural focus on continuous warfare creates a specific pacing challenge. Without the ability to forge alliances or negotiate ceasefires, the mid-game frequently devolves into a gruelling war of attrition against the aggressive planetary wildlife before the major factions even meet. Players must methodically clear sectors of Enslavers and Psychneuein, turning the initial exploration phase into a sustained military campaign. This relentless combat loop rewards players who appreciate granular tactical decisions and punishes those expecting the diplomatic breathing room found in standard genre contemporaries.

Gladius received generally positive reviews from critics who appreciated its strict combat focus, though some faulted the repetitive nature of its planetary clearing. The game secured a long tail of post-launch support, receiving numerous paid expansions over several years adding factions including the Tyranids, T’au, Chaos Space Marines, and Adeptus Mechanicus. This long-term commitment expanded the tactical sandbox considerably, ensuring the game retained a dedicated player base long after its initial launch window. Today, the complete package functions as an expansive, combat-first strategy simulator that successfully translates the tabletop wargame’s eternal conflict into a digital hex format.


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