King Arthur: The Role-playing Wargame II Preview
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Arthur II reminded us a lot of the Total War series. When the battles occur, they're about a hundred times bigger than those found in games like StarCraft or Red Alert. Our army had several thousand units, each separated by type into over a dozen different squadrons. Archers, cavalry, soldiers, and other unit types had much different properties that we needed to use in order to take down our enemies. This meant launching ranged attacks from afar with our archers, attempting to flank with our cavalry, and initiating up-close and personal battles with our regular soldier units. But there are things that make it different from Total War namely, the monsters.
Our enemy's army had some flying bat creatures and a few giants. These giants could take down a number of units by themselves, so we needed to be careful to initiate at the right time. We also had to make sure that we had weakened our enemy's shield enough before casting more spells another thing that makes this game feel more like Lord of the Rings than Rome. Both sides have magical shields that grow weaker as they're assaulted by magic-based abilities, leading to us trying to find the best way to lower their shield without leaving our heroes without the mana to use their magical powers effectively.