Supremacy: Warhammer 40,000 - FAQ

17 July 2025

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1. General Information

Q: What kind of game is Supremacy: Warhammer 40,000, and how does it differ from other Warhammer or Supremacy titles?

A: Supremacy: Warhammer 40,000 is a multiplayer online grand strategy game set in the Warhammer 40,000 universe. It’s not just a mobile game, it’s a full-scale strategic experience designed for both desktop and mobile. Our audience includes fans of Supremacy-style games, Warhammer 40,000 enthusiasts, and players new to the genre who enjoy sci-fi and fantasy worlds.

Q: On which platforms will the game be available?

A: Supremacy: Warhammer 40,000 is designed from the ground up to offer a full-scale, strategic experience on mobile devices and PC. As a true-cross-platform-experience, the interface, pacing, and depth have been carefully shaped to be played on the go or to continue your session seamlessly on the big screen. More details on platform availability will be shared as we approach launch.

Q: Will additional languages be supported at launch?

A: We aim to have EN, FR, IT, ES, DE, CS, PL for Global Launch.

Q: Why is pre-registration not available in my region?

A: Availability may vary due to platform or regional restrictions. We’re working on expanding access and appreciate your patience during this staged rollout.

2. Gameplay & Mechanics

Q: What is the gameplay structure like?

A: Expect the core of a Supremacy game, strategic warfare, diplomacy, long-term decision making, but fully immersed in the Warhammer 40,000 universe. This is not your typical mobile-game city builder, but a match-based, grand strategy game in which you build up your Zones and expand your Territory with huge armies that you control in real time on a strategic map.

Q: What maps and modes are planned?

A: At launch, players will compete on various versions of the Vigilus map, with different match speeds and player sizes. Additional maps and new modes are planned post-launch.

Q: Is this game like WW3, S1914 or CoW?

A: Yes. Supremacy: Warhammer 40,000 follows the same grand strategy format, but it’s tailored specifically to the Warhammer 40,000 universe. While it takes many great elements from all of our Supremacy games, it also introduces new elements that make it unique. For example, you’ll notice differences in how factions play, how the setting feels, and how the game looks.

Q: What makes this game different from other Supremacy titles?

A: The game brings the Warhammer 40,000 universe to life through unique faction playstyles, new gameplay mechanics, a detailed lore-based map of Vigilus, and entirely new art and audio.

Q: Will there be unique mechanics or innovations?

A: Yes, the first change you will notice is the ability to choose your faction freely at the start of the game. You will also be able to expand the unique playstyles of your faction in new ways, including distinct Doctrine paths with growing bonuses.

Q: Will there be a research tree?

A: Yes, you’ll be able to progress your faction through what we call a Doctrine Path, our in-game version of a research tree. Each faction will offer different playstyles that you can double down on by advancing along their unique doctrine paths.

Q: Will gameplay rely on wallet power or daily boosts?

A: Strategy and diplomacy are the key to winning. While you can make purchases for advantages, players can still win matches without spending money.

Q: When and where do units heal?

A: Units heal once per day during the game’s daychange. At daychange, units regenerate 20% of their missing HP as long as they are inside your own territory (including occupied enemy zones you control), even if they are currently in combat. Units do not heal in allied territory. The healing percentage can also be viewed in the army details interface.

Q: Is there any way to see the time remaining until the day changes?

A: Yes. You can view the exact time left until the next day change by tapping and holding the Day # counter at the top of your screen. A countdown timer will appear for that specific match, since each match has its own individual daychange time based on when it was created.

Q: Why did my newly captured Zone stay red?

A: A newly captured zone stays red because its morale is still very low and there is a chance it may revolt at the next daychange. The red highlight does not mean an enemy unit is present, it simply indicates that there is a revolt risk. The red flashing continues as long as the revolt chance is above 0%. Once you place enough land units in the zone center to reduce the revolt chance to 0%, the red flashing will stop.

Q: How does revolt chance work?

A: A zone’s revolt chance is determined by:

  • Zone morale
  • Strength of stationed troops

Newly captured zones begin with low morale and therefore have a chance to revolt at the next day's change, often around 20% if left without a garrison. Air units do not count toward suppressing revolts; only land units reduce the chance. You can view the exact revolt percentage by opening the zone’s information panel.

Q: How many troops do I need to prevent a revolt?

A: Preventing a revolt depends on your army’s combined strength, not just the number of units.

Most newly captured zones start with roughly 20% revolt chance because their morale is very low. At 20% zone morale, you need an army strength of 10 or higher (based on the army’s highest damage value) to fully prevent a revolt.

The exact number can vary slightly depending on factors such as unit morale and faction bonuses. Air units never count toward preventing revolt, only land units stationed in the zone center can stop an uprising at daychange.

Q: How do attacks and retaliation resolve in combat?

A: When an army attacks, it deals its attack damage and at the same time the defending army responds using its retaliation damage, within the same combat tick.

The army that moves into an enemy is treated as the attacker. An army that remains stationary is treated as the defender.

If both armies move into each other at the same time, each is treated as both attacker and defender. This results in two combat resolutions during that tick, one for each army’s initiating attack.

In addition, every attack has a splash radius of 5. Any additional armies within that radius are pulled into the combat and will also retaliate using their retaliation values. This means you may target one army, but nearby armies can still retaliate if they are close enough.

Q: What determines when one unit in an army is destroyed?

A: When multiple units of the same type are in an army, one unit of that type is destroyed once the incoming damage assigned to that unit type exceeds its current average hit points. The way incoming damage is distributed depends on how many units of each type are present in the army and each type’s hidden “damage area” value, which influences how likely it is to be targeted during combat. In general, Infantry units have a smaller damage area than machine units, and thus draw less of the incoming damage to themselves.

Q: Why do some units show as unknown?

A: Units appear as “unknown” when they are inside your army’s outer vision range but not yet within the inner vision circle. In this zone you can see that an enemy force exists, but you cannot identify its unit composition until your troops move closer. This is normal behavior: every army has two vision layers, and only the inner circle reveals exact unit types.

Q: What is Bulk Deployment and how does it work?

A: Bulk Deployment allows you to deploy multiple units at once with a single command instead of recruiting them individually. You can deploy up to 50 units in one order, depending on the unit type and your Deployment Building level. Upgrading your Deployment Building increases the maximum number of units you can deploy at once.

When deploying units in bulk, you benefit from economies of scale:

  • The more units you deploy in a single order, the faster each unit is produced.
  • The cost per unit decreases compared to deploying them separately.

This allows you to quickly rebuild lost armies or reinforce frontlines efficiently as the match progresses, and makes upgrading Deployment Buildings a priority.

Q: What is the 50-unit stacking limit?

A: The game has a combat damage contribution cap of 50 units per army. This means that even if an army contains more than 50 units, only up to 50 units contribute to the army’s damage output during a single combat resolution.

Additional units above 50 still add hit points and increase the army’s survivability, but they do not further increase its combat damage. While damage does not increase beyond 50 units, a larger army can absorb more damage and survive longer.

This limit prevents large armies from dealing excessive damage at once while still allowing them to benefit from increased durability.

Q: Should I split my units into smaller stacks? (Ranged vs. Melee)

A: Splitting ranged units can be beneficial because each separate army fires on its own attack cycle, allowing you to produce more attack ticks and control splash damage more effectively. This gives you greater tactical flexibility as you can increase your total damage beyond the 50-unit cap.

Splitting melee units, however, is usually a disadvantage. Smaller melee armies take proportionally more damage from enemy retaliation and splash damage, since every nearby army pulled into splash radius retaliates. This makes split melee groups die much faster compared to one consolidated melee force.

Q: Why can't I retreat my troops during combat?

A: Once your troops are engaged in melee combat, they cannot retreat. As soon as two opposing armies make contact and a combat tick begins, the units are locked in battle until one side is destroyed.

You can only retreat if your units are not yet in melee contact. For example, artillery firing from range may still issue a move or retreat command as long as they have not been pulled into splash-range retaliation. Once melee contact is established, however, movement commands will not pull your army out. They will continue fighting until the battle resolves.

Q: Does destroying an enemy’s airfield stop their planes?

A: Yes, aircraft without a reachable landing pad will attempt to find another pad. If none are in range, they will crash and be destroyed.

Q: Do Aircraft capture Zones?

A: No. Only ground units can capture Zones.

Q: Why did my units turn into “air class” during transport?

A: When crossing wasteland, land units become air-armour-class transports, making them vulnerable to AA.

Q: Why can’t my planes cross certain wastelands?

A: Aircraft must always have a Landing Pad within their flight range. If no reachable Landing Pad is available at the destination, the flight cannot be ordered.

To move planes across wastelands or between islands, you must capture or build Landing Pads within range to create a valid flight path.

Leveling up aircraft units increases their flight range, allowing them to cover greater distances.

Aircraft cannot convert to trucks or land on unoccupied ground.

Q: How is building damage calculated when conquering Zones?

A: Zones take a flat amount of building damage on conquest, regardless of attackers, defenders or unit types.

Q: Do all factions have the same strengths and where can I see their doctrine details?

A: No. Every faction has different strengths.

For example:

  • Space Marines: Unlock Buffs that benefit tactical usage of units.
  • Astra Militarum: Unlock buffs that benefit defense and mobilization.
  • Orks: Unlock Buffs that benefit Speed and Horde size.
  • Chaos Space Marines: Unlock Buffs that benefit an aggressive expansion

To see detailed information, open the Doctrine menu and:

  • Tap the (i) button in the Doctrine overview to view the path summary.
  • Tap individual doctrines to see their specific bonuses before unlocking them.

Q: How do unit levels work?

A: To level up a unit, you must unlock its Unit Doctrine. A Unit Doctrine works like “research” in other Supremacy games. Once you unlock a new level for a unit, all units of that type in your match immediately benefit from it. You cannot remove or undo a Doctrine once it has been unlocked.

Q: What are Doctrine paths?

A: Each faction has two Doctrine paths, featuring a different set of units that benefit from different faction bonuses:

Space Marines:

  • Tactical: Units deal more damage against Infantry targets and have increased bonuses on Dense, Rugged and Urban terrain.
  • Devastator: Units have more hitpoints and deal more damage against Machine targets.

Astra Militarum:

  • Born Soldiers: Units are deployed in less time and for lower costs.
  • Armoured Soldiers: Units have more hitpoints and deal more retaliation damage.

Orks:

  • Speed Waaagh: Units move faster and have increased bonuses on Open, Elevated or Difficult terrain.
  • Big Waaagh: Units have lower upkeep costs and gain bonus damage when stacked with many other units of the same type.

Chaos Space Marines:

  • Pactbound: Units are harder to kill off, retain more combat power when low on hitpoints and deal more damage to buildings and zone morale.
  • Malefic Host: Units deal more attack damage against units and move faster in enemy territory.

When you level up the units in a path, their main stats as well as their faction bonuses increase.

Q: Where can I see what each doctrine path does?

A: In the Doctrine Menu, tap the (i) button located in the corner of the Doctrine overview screen (where you see all available Doctrine paths). This opens the Doctrine path info overview, which explains the general bonuses and effects granted by that Doctrine path. When selecting a specific Doctrine to unlock, you can also view its detailed bonuses before confirming your choice.

Q: Are faction bonuses visible in the unit UI?

A: Some bonuses are visible in unit stats, while others are applied passively.

Q: Can I unlock Doctrines in both paths?

A: Yes. You can unlock Doctrines in either or both paths. You are not locked into one path but progressing to higher levels requires unlocking a certain number of Doctrines within the same path.

Q: How many Doctrines can I research at once?

A: You have 2 Doctrine unlock slots, meaning you can unlock two Doctrines at the same time.

Q: Why can’t I unlock higher unit levels yet?

A: To unlock higher unit levels, you must meet two requirements:

  1. You must unlock a required number of Doctrines in the same path.
  2. The match must have reached a specific in-game day.

Q: How do I counter Space Marine Infantry?

A: Use Scouts and fight on terrain where Space Marines don’t receive bonuses, which negates their faction buffs.

Q: How does the Ork Horde bonus work?

A: Orks gain bonus damage when stacking multiple units of the same type. This bonus applies even beyond 50 units (to a maximum of 100), because it strengthens the units that are contributing damage.

Q: Do Chaos Space Marine’s units really fight at full strength even at low HP?

A: Not entirely. Chaos Space Marine’s units of the Pactbound Doctrine path retain a large portion of their combat efficiency at low HP, but it depends on the unit level how strong this effect is. This is a faction trait.

3. Factions, Lore & Setting

Q: Which factions will be available at launch?

A: Four factions will be playable at launch: Space Marines, Chaos Space Marines, Astra Militarum, and Orks.

Q: Will more factions be added later?

A: Right now, the team is focused on polishing the existing factions. That said, adding more factions down the line is definitely a possibility. You can tell us which you’d love to see most in the game!

Q: Will internal alliances or conflicts be possible within Imperium factions?

A: Yes. While we encourage you to build lore accurate War Pacts, we won’t restrict you in how you choose your allies. You will be able to form or break War Pacts and Treaties between any faction, including those within the Imperium.

Scenarios that are more role-play-focussed and restrict War Pacts more lore accurate between factions are something we are looking into. If this is something you are very interested in, please let us know.

Q: Where does the game take place, and how closely does it follow Warhammer 40,000 lore?

A: The scenarios take place on the planet Vigilus, within the Nachmund Gauntlet, during the war-torn era known as the War of Beasts.

While the timeline isn’t fixed to a specific moment within the Vigilus campaign books, the current map is based on Phase 2 of the war, and the broader design draws inspiration from the full scope of the conflict. Our main lore reference comes from the Vigilus-focused Crusade Supplements.

This represents the first scenario in Supremacy: Warhammer 40,000, setting the stage for the battles to come.We are working closely with Games Workshop to deliver an experience that stays true to the Warhammer 40,000 universe.

Q: What is the story or narrative of the game?

A: The game will first focus on the battle for control over Vigilus. Each faction enters the conflict with its own goals and motives, and the players’ decisions will shape the outcome of each campaign.

4. Maps, Modes & Multiplayer

Q: What maps will be in the game?

A: The game will launch with multiple versions of the Vigilus map, tailored for different player counts and game speeds. Additional maps are planned after launch.

Q: Are there different game modes?

A: At launch, variations will mostly be based on game speed. More diverse modes are in development and will be introduced later.

Q: How does multiplayer work?

A: You are joining matches with a fixed player count like 32 to 64 players. Those matches have a beginning and an end, with one or multiple winners, almost like a boardgame that is played over the course of several weeks. You can join new matches or play them in parallel at any time. By default, matches are free-for-all with the option to form War Pacts and Treaties during play. Over time, we may introduce modes with predefined teams or structured War Pacts.

Q: Is the game match-based or continuous?

A: It's match-based. Each match has a clear beginning and end, similar to a strategic board game but played out in real time over days or weeks.

Q: Will alliances/guilds be in the game at launch?

A: Not at launch. Players can still form temporary War Pacts through diplomacy within a match, while a system for alliances/guilds is planned for a later phase.

Q: Can I choose my faction freely?

Yes, you can choose your faction freely when entering a new match as long as that faction still has open slots. Each match has a limited number of players allowed per faction to keep the map balanced. If too many players select the same faction, it becomes full and cannot be chosen for that match anymore. You can always join another match where your preferred faction may be available.

Q: Do I need to manually claim rewards after a match ends?

A: No. Gold and items are granted automatically when the match finishes. If you don’t see them immediately, wait a moment or restart the game.

Q: How do War Pact victories work? Do we share rewards?

A: Members of a War Pact share their victory. Each War Pact member receives the same reward as shown in the UI, not a split value. Victory conditions are the same for solo and pact wins.

5. Development, Access & Community

Q: Will there be a closed beta?

A: We’re exploring the possibility of a closed beta, with plans for pre-registration and potential early access for influencers and long-time Supremacy players.

Q: Will players be able to give feedback?

A: Yes. Community feedback is a key part of our development process, both before and after launch.

Q: Will there be more gameplay footage shown?

A: Yes. Devlog #1 already includes in-development brief gameplay snippets, and future videos will showcase more of the game in action.

Q: Will there be a Q&A livestream?

A: It's something we're discussing internally. It’s a possibility, especially as more content becomes available.

Q: Are there post-launch expansion plans?

A: Yes, though details are still being finalized. We’ll share more once things are ready.

Q: How would you describe the art style?

A: The art style blends Warhammer 40,000’s signature grim dark aesthetic with a focus on clarity and readability across all platforms.

Quick Launch