King Arthur: The Role-playing Wargame II Preview
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Most of the biggest changes, though, will be seen on the battlefield. Perhaps the most significant update is the addition of flying units. These units are immune to melee blows except when they swoop down to attack, and they greatly increase the importance of ranged units. All in all, they create a rock-paper-scissors system in which each unit is powerful against a certain kind of other unit, but also has a special weakness.
Magic will also have an increased role in King Arthur II, and the system will be simplified. In order to succeed with a magic attack, the offensive level of your spell must exceed the defensive level of your enemy. Also, players are warned before spells are cast against them, giving them time to react and spells can be interrupted if, say, the caster gets hit with an arrow. When combined, all of this forces players to consider when and how they'll use their units' magic abilities. A well-cast spell can deal serious damage, but casting leaves you vulnerable, and if you attack an enemy whose defenses are too strong, your spell will simply bounce off.