Eador: Masters of the Broken World Preview
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The battles themselves will be familiar to those who have played titles like Heroes of Might and Magic, Kings Bounty, or Masters of the Broken World's predecessor, Eador: Genesis, and take place on a hex grid, with each force starting at either end. The hero unit also participates in these battles, and damn are they powerful buggers. The broad range of units, and resources like spells, stamina, and morale keep these battles interesting, and there's a fair amount of tactical depth present right from the beginning. Karma also comes into play, as filling your ranks with evil beings will make it tough to introduce any do-gooders.
Initially, I was quite enamored with the scout hero, especially when I upgraded him to a marksman. He was able to traverse the campaign map quite quickly, but it was in combat where he really proved his worth. Being able to defeat most foes before they even reached my weaker units was a joy, and eventually I started to build a whole army of ranged warriors. When I started to get assaulted by preternaturally fast, flying vampires, that all fell apart, much to my embarrassment. Better than being dead, though, which is exactly what my army was.
So now I'm all about the wizard. Sure, he's squishy, but that's why I hide him behind giants and orcs, as he summons demons and rotting corpses to assail my foolish enemies. Many a province has fallen to his summoned legions of terror. After the battle for the province, there's a lot more to do, though. Having a province under your control is good, that cannot be denied, but just planting a flag and killing a bunch of monsters doesn't equate to getting to know your domain.