![]() ![]() but as a Strategic game, I feel that having a grid-based combat minigame is totally counter productive. ![]() Of course, the system has to be better explained. I would also like to stress out that ONE front area, is far from perfect, I would prefer to have a skirmisher area AND a sceening area, to dedicate cheap units to protect my expensive units everywhere else on the battlefield (IE : skeletons to receive arrows anyone ? What's better than a screen of piercing-immune units to stop arrows ?) I would also love to be able to use my dedicated skirmishers as skirmishers instead of an anti-bowman screen. We can achieve good results with less units in our armies, but we don't like to lose units. Let's be honest : all of that comes from our tendency to build overwhelming armies to crush our IA opposition in our games. Rer section could also be used to counter flanking attempts. I also think that the various sections of the battle should be bigger, we might also need a Reserve area, not just a Rear area. I agree that the system needs better explanation. Your heroes do their best with their skills, and as an Overlord you overrule them when you think it is imperative to do so. ![]() I like the current system: you set up a rough battle plan beforehand and then let it unfold and intervene at critical points in the fighting to give a few orders or cast some spells. Having a grid-based combat system is a perfect example of micro-management. The author has clearly established that he wanted a game with as little micro-management as possible. No fancy things like eye-candy or micro management. I have multiple arguments in favor of the current system, as long as it is improved, while remaining totally abstract like it is right now.įirst, W&W is not Age of Wonders nor a HoMM-clone. I would like to address this can of worm, explaining why I think it's a bad idea. I've read that the game creator was planning to revamp the combat system for something that is less abstract. ![]()
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