![]() This changes how you approach encounters dramatically, and you should consider whether you can pull off a critical hit with every move, since it can mean the difference between having to use two battlepups to defeat a soldier or just one. Positioning, unit order, and more all become more important factors thanks to critical hits, making every move crucial in Wargroove, but maintaining the simple tactics gameplay fans may be coming to the game for. ![]() In Advance Wars, capturing a city was pretty simple. You’d walk into it with infantry, begin capturing it over two turns (with a little animation of your soldier literally stomping it with both feet), and then it was yours same with enemy-occupied ones. You can’t occupy the same space as a building in Wargroove, which leads to some interesting changes. For one, capturing villages is quicker, since units only need to be next to a unit, effectively saving them one movement space. Neutral cities are also captured in one turn, which means you don’t have invest as heavily in infantry early on if you want to earn a steady flow of income early on. The biggest change, however, comes as you start making your way to your opponent’s side of the map. Enemy villages fight back when you try to capture them, dealing marginal but meaningful damage to the units that try to to take them over.
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