Wargroove 2

That’s just me, of course!

Other more intelligent reviewers absolutely adored it.

And as for me, I still want to adore it.

A level map in Wargroove 2 with lots of units in play.

So here comes Wargroove 2.

It’s another chance for me to fall in love.

I’ve had a pretty generous demo build for a few days that I’ve been tinkering around with.

Cover image for YouTube video

So far I’ve had a brilliant time.

Wargroove 2 is an incremental sequel.

But moment-to-moment there’s lots to find familiar.

A level map in Wargroove 2 with lots of units in play.

There’s fog of war - and night, now, which I believe is new.

Archers go critical if you fire them without moving them.

One of my melee units went critical if I positioned it next to my hero.

A battle animation in Wargroove 2- a giant skid attacks land units from deep water.

(A third layer, if you take into account the terrain puzzles each map represents.)

The main campaign itself has been a treat so far.

Returning units have a lot of charm too.

A unit info screen in Wargroove 2, filling us in on the Airtrooper, which looks like a flamingo with a pilot on the back.

Cavalry do massive damage if they can run at you over six tiles, which makes them absolutely terrifying.

They had a brilliant weakness, though: pikemen take them down very quickly.

Mission design is brisk and fun too.

It’s here I first saw the new tiered Groove system too.

But if you hold on and take it to 200 percent, you could unleash massive Groove attacks.

I liked the first Wargroove, but I think I may end up loving this one.