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Outside of that, no.
Some campaigns even sort of connect to those of other factions (e.g. Necrons and Mechanicus / Tyranids + Mechanicus /Aeldari + Drukhari ... ).
However, it all depends on what you are looking for. It IS a linear in-game campaign and mostly consists of text boxes and events that spawn enemies next to you.
By the way, there is also coop against the AI as a fun possibility. The AI is not the brightest ... but still decent and there are enough difficulty settings and setup options that you should be able to create a challenging game.
Even Gladius demigods, forged in the fires of PVP and minmaxing would probably find a match against a team of nine impossible AIs on a tiny map without neutrals or many natural barriers slightly troubling.
Not that I'd recommend such an experience. But again, you can set up the game pretty much any way you want. Finding the sweet spot might be difficult ... but can be part of the fun. It's the advantage of a sandbox ... and also the drawback. If you are unsatisfied with the basic experience you can try to create your own fun, maybe by mixing in some of the many mods that adress a wide variety of game details or just fiddling with the settings.
On the other hand, If you simply dislike too much of Gladius or don't want to experiment, you'll likely walk away dissatisfied.
Of course, I have very little idea of your personal preferences. Gladius might simply not the game for you.
Already got an also completely clueless buddy for a few matches (did they give the basegame away for free? tbh I am not sure where or when I got mine^^).
So I see if the pretty fun combat makes me buy a couple DLCs on a sale, I guess. Better than GW boxes, after all :'D
For a look on how to deal with neutrals ... well I think the FAQ in the general forum gives a few good pointers, then there is an ancient (but decent) guide on how to deal with it ... and roughly a million threads in the forum if you search for it. ;)
Apart from that ... basic grenades tend to help a lot with the weaker ones. Running away to fight again annuther day is a proper orkish way to deal with the tougher ones.
If you are already enjoying the combat system picking up a new faction dlc will probably be a good idea. :) They are all well made.
when you ever must have dealed with a Monolith , a Regenerator carrying Lord and for the rest of the points only Warriors, you get what i mean.
They have given the game away for free, several times.
As for 'newcomer advice'.
It's daunting but I always recommend reading -everything-. If you click on a unit you can mouse over trait icons as well as ability and weapon icons for information of exactly -what- they do.
For example; take Tactical marines. On their weapon they have 'Rapid fire' Double attacks at range one. I.E move closer to deal more damage (at the risk of overwatch)
BUT, they, themselves have a trait 'Bolter discipline', where if they remain still at the start of the turn, they do 'Rapid Fire' at range 2, I.E, Full damage at max range.
(Also, for Space marines, you need to be using for Fortresses for resource collection. It's a key component to SM gameplay)
but yeah, since the implementation of the ability to do more dmg without move its a very tactical choise to stand or move (moveing in brings your even more dmg the following turn when the enemy stays, but at the same time cause more looses when the enemy weapon has rapid fire, what necron warrior gauss does)
Bolter discipline and Rapid fire do not stack. The text description is misleading.
Bolter discipline takes priority over Rapid fire. They'll only ever do double attacks, baseline.
you DO alot more dmg when standing and be at range 1, instead of moveing into range 1, because its not the same ability but 2 total different adding ones.
and no i play modfree, but maybe thats the problem you dont get the same result.
...
They do not stack. I tested it at the time of posting.
Range 1 with movement and Range 2 with movement do the -same- damage.
Actually I did place a fortress next to one, but can't identify a change in behaviour.
So;
How outposts work.
If you step on one with a unit, say, a Grox Pasture (as space marines) It gives +2 requisitions a turn, unless it's taken by a neutral or enemy. The second number, the %20 bonus is if you capture that tile with your city.
The %20 bonus applies to everything your city produces. So with just one Grox pasture (or Ore Field) You get a flat %20 bonus to requisitions.
With five you get a %100 bonus. Double production for requisitions.
What Fortresses of Redemption do is act as if you captured that outpost with your city. You drop it next do a Grox Pasture, and you get that %20 bonus as long as the Fortress stays alive.
That said; Fermentation Pools, should you find any, should be your priority unless you're critical on another resource. Fermentation pools increase your city's growth rate allowing you to make buildings more rapidly without penalties for underpopulation.
Lastly; claiming a tile and having a fortress on the same tile do not stack. If possible avoid dropping a fortress next to the immediate 4 tile radius next to your city, unless there are no other options available.
Edit: rewording.