

On the other hand the depth of the tactics gameplay is so good you have a lot of replayability by trying new mixes of races/spell books/alignments etc. Because, simply, it isn't meant to drag out in the late game, you're supposed to win or lose quickly and then start anew. Playthroughs are relatively quick, once you have explored the map and dungeons having a lot of fun developing your heroes the actual strategy vs the AI is a bit barebones, and you quickly experience a late game issue with super units stack spams (late game is all titans, super monsters, whatever, you just don't use your lower tier bread and butter normal swordsmen, pikemen, etc anymore), which makes it a bit boring. Tips, news, anything.They are in the same genre, but they take two different approaches at the old Master of Magic formula.ĮL is more typically strategy 4x with a relatively simple but serviceable tactics layer (though still not as strategy focused as proper grand strategy games), AoW has always been on the opposite very good and detailed turn based tactics with a serviceable world strategy layer on top.īasically, this sums up to AoW games being very good as scenarios, but not as much as campaigns, if you catch my drift. Notable franchises that include this gameplay type include Fire Emblem, Final Fantasy Tactics, Nintendo Wars (Advance Wars), X-Com and Jagged Alliance.” Or this simple version I once read: "if it doesn't look like chess more likely it isn't a turn based tactical game" To succeed in battle, players must move their units into advantageous positions and use the combined power and skills of their units in order to defeat the enemy or achieve other objectives. Combat in this style is typically fought on a grid map that governs character placement and movement ranges. I like this definition: “Tactical turn-based combat is a form of combat found in games in which the combat is turn-based and emphasizes thoughtful placement and usage of the player’s units. Of course there are many other mechanics but are more about what each player looks for: randomness vs deterministic, hex vs square, puzzle-like feeling vs no best solution, etc.

They all have 4 game mechanics in common: unit organization (for example a grid, radius), positioning and movement of all units (be able to Back-stab and Flank), turn based (or pausable to issue commands) and have a tactical battle/encounter layer. We are about tactical decisions on a battle/encounter playing field. We do include some sub-genres like Real Time With Pause (or Slowdown), Turn Based Rogue-likes, Tactical RPGs, Lite Wargames, Tactical Boardgames. Sadly many fans call our genre turn based strategy which also has games that don't have a tactical layer which isn't what we are about.

We are NOT about strategy games nor traditional turn based games (ex: Final Fantasy 1). This group is about turn based tactical game GENRE that may also have a strategy layer.

This Reddit is a backup of the main group.
