Units range from a small army of goblins armed with darts to large dragons, and many come with special abilities. Up to six units make up a single army stack, though impressively multiple armies can join in on the same battle, allowing for some truly awesome and large-scale warfare. Ranged units suffer from line of sight and range penalties, preventing them from dominating the battlefield, while melee units receive attacks of opportunity and flanking bonuses, causing every movement and attack to be a crucial decision. The map is enormous, hexagonal, and full of options. Combat takes place on a separate tactical map that made this old Heroes and AoW veteran weep with joy. My full review is still forthcoming, but now I can confidently give my First Impressions based on the early campaign levels and game flow.Īge of Wonders III grasps the concept of its Heroes of Might and Magic-inspired gameplay perfectly, with an aesthetically pleasing (and nicely zoomable) overland map with plenty of resource nodes to capture, treasure to divvy up, and lots of monsters and opponents to battle. While I’m still in the midst of a 4x, turn-based strategy euphoria with the recent release of Age of Wonders III, upcoming release of Warlock 2: The Exiled and Galactic Civilizations III hitting Early Access on Steam, I’ve managed to surface just long enough to give my thoughts on Triumph Studios’ triumphant return to the Age of Wonders series before diving back under.
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