Cant believe this aint on the main page...
As a strategy game, this is perfect. I believe almost everything Sun Tzu and Clausewitz wrote about warfare has been used in this game: Morale, siege, movements, surprise attack... everything!
And as a fantasy setting, it rocks :)
Alrigth, its clicheed, the background is a total fantasy remix of Charlemagnes'Empire, and only 2 units in the whole game (the ennemy's lich and the elven general) use magic, but still, it managed to make me waste, like, 10 or 12 hours or more in the past 4 days, so its a good game ^^
While playing this, I noted a few things you guys might find useful:
-The Initiative stat is only available to your general. It determines who gets to play the turn. You can have the initiative (or lose it) for 2 turns max. Essential.
-Each general has his own strenght: magic, endurance, leadership and movement... find out :)
- You can have a of FOUR abilities per units, sadly including the generals.
- You lose the game if your general dies.
-If you chose to continue on the goblin campaign and return to fight Garkhun's horde, prepare for the hell of an ending... Get as much initiative and upgrades for the troops as you can, cause Garkhun might just appear as "orchish general" on the battlefield, but he got 800 hps and hits like Superman.
And his guys aint angels either. Took me four or five tries just to win that battle lol. I recommend letting him come to you, isolate him from his troops, then hit him as hard as you can while his heavy infantry besieges the Knight's castle. and dont worry about his catapults, they do nothing.
Hope you find my review useful :)