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.
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.
So far I’ve had a brilliant time.
Wargroove 2 is an incremental sequel.
But moment-to-moment there’s lots to find familiar.
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 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.
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.