
Game intel
Warhammer 40k: Mechanicus 2
Take control of one of the most technologically advanced armies in the Imperium - The Adeptus Mechanicus. As Magos Dominus Faustinius, you'll lead the expediti…
Warhammer games love piling on campaigns like a Tech-Priest piles augmetics. Dawn of War 4 just rolled up with four intertwining stories, and now Warhammer 40k: Mechanicus 2 is doubling down with two full perspectives: the Adeptus Mechanicus and the Necrons. As someone who runs red-robed toaster cultists on the tabletop and recruited Pasqal the second Owlcat let me, this sequel shot straight onto my radar. The pitch is simple but potent: same planet (Hekateus IV), two radically different playstyles, and a few smart systems tweaks that might fix the first game’s late-mission steamrolls.
The Gamescom demo paints a clean divide. Necrons are straight-up durable and, thanks to their Dominion ability, get more dangerous the longer the fight drags. If you’re the kind of player who enjoys methodical board control and mid-game inevitability, that’s catnip. Mechanicus, by contrast, lean into their signature Cognition economy. Play crisply, and you’ll earn points to buff your leader or fire off canticles on other units, turning surgical turns into momentum swings. It’s the first game’s identity, but sharpened.
The dynamic turn order might be the sneaky MVP. You set your activation sequence; the AI acts in a predetermined order. That’s a deliciously devious layer: you can preempt a key enemy move, bait a bad trade, or line up multi-unit combos knowing who’s moving when. If the UI is clear and the telegraphing is honest, this could pivot fights from “stat checks” to “chess clock” tension.
Then the environments add teeth. Biomes now have unique effects: destructible cover turns into a hazard that can squash a unit, and Necron tombs call in frequent reinforcements. Translation: don’t bunker down and expect a comfy victory. If you’re fighting in the tombs, you’re on the clock. All of this points toward a sequel that wants you making hard calls every round, not just once you’ve hoarded enough resources.

Oh, and the Leagues of Votann show up again. Not robots, sure, but in true Squat fashion they poke the machine-spirit bear often enough to fit right in. Whether they’re cameo spice or a meaningful third angle remains to be seen.
Mechanicus 1 was one of the better 40K tactics games because it embraced the faction’s character-canticles, risk-reward cognition plays, and that delicious austere aesthetic. But it could drift into repetition, and once you solved its economy, some missions felt like clockwork. Mechanicus 2 adding a full Necron campaign isn’t just fan service for Gauss enjoyers; it’s a design opportunity to break that solved-meta feeling by forcing different pacing and priorities.

There’s also a broader trend here. Warhammer strategy games are leaning into perspective flips. Multiple campaigns aren’t just more content; they’re a way to cross-examine systems. If the Necron Dominion punishes stalling while Mechanicus rewards clean efficiency, players will need different mental models and builds instead of copy-pasting strategies across runs. That’s how you get real replayability, not just longer checklists.
I “played the heck” out of Mechanicus 1 because it let me feel like a ruthless logic engine with a choir of binharic hymns backing me up. But I also remember settling into safe openers, hoarding cognition, and deleting priority targets on schedule. Mechanicus 2’s pitch—dynamic turn order, environmental hazards, and a faction that scales up if you dither—directly attacks that comfort zone. That’s promising. If the sequel forces me to pivot mid-battle instead of executing a rehearsed script, I’m in.
As for the Necrons, giving players that “inevitability” fantasy is smart design as long as it doesn’t become autopilot. The best fights will be the ones where you feel your phalanx harden as the clock ticks, but a single misread objective or crushed cover punishes arrogance. That tension—power rising vs. risk spiking—is where tactics games sing.

One more wish list item: let those Leagues of Votann be more than window dressing. Even a handful of missions that complicate both campaigns—mercenary ethics, tech barter gone wrong, a vault raid with clashing win conditions—could make Hekateus IV feel like a place, not a backdrop.
Mechanicus 2’s dual campaigns and dynamic turn order could be the exact shake-up this series needed. If Dominion and Cognition are tuned to avoid single-solution metas—and if biomes add pressure without cheap shots—we might be looking at the most replayable 40K tactics game in years.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips