Fallen Enchantress

Fallen Enchantress

Is combat any fun?
I enjoyed Civ 5 more or less, kinda found the combat a little boring though. Does FE have tactical and challenging combat or is it kinda bleh and more about building stuff?
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Beiträge 17 von 7
It is tactical but don't expect it to be anything deep. However it is gonna change quite a bit in LH expansion.
The combat reminds me very heavily of the game Etherlords 2 from years ago. I enjoyed that game other than some obvious oversights by the developers, some of which were fixed in patches if I remember correctly. So FE isn't exactly brain dead combat, but as Etherlight said, it's not exactly deep either. But take my words with a grain of salt since I've honestly only gotten about 1 hour into the game so far, but of the combat that I've done that's pretty much the way it feels thus far.

It obviously does feel heavily of the Civ series in a way with regards to building and the tech tree and that's not a bad thing IMHO.
In short? No, not really in my opinion. I feel that it's way too simplified. But that's just my opinion.
I'm pretty new - but having a small group (that I thought was pretty strong) come up against an obsidian golem, I didn't want to lose all my units. And the golem was immune to fire attacks, so some weapons didn't work After a few attacks it's obvious I'm going to lose, so use a recall scroll to escape the battle. Fine - now I find I've got some "elemental weapon" I hadn't noticed, so equip that and try it again (no choice, the next turn the golem still initiated the fight. And my soveriegn is clumsy, so he needs to stand by himself when attacking, or he'll bonk someone else on his side.

It doesn't look that great watching the videos, but it isn't bad having to think a little about how to arrange units, and what buffs are needed.

Also some enemies will regen when they get a kill - so if a unit might die, better to pull them back to prevent the regen - that sort of tactics makes it interesting. Auto-resolve will not do this sort of thing I'm pretty sure.

I'm sure after playing it long enough you know how to buff everything and maybe it seems easy - but there's still that learning curve of which enemies need what treatment, which ones to kill first, how to arrange units. And take advantage of the landscape and obstacles.

After playing Warlock Master of the Arcane (which has no combat mode - everything is auto-resolved), this adds a welcome breather from always looking at the map view. I'm surprised at how much I like the combat mode.
also fireballs do friendly damage - run them away before mage shoots!
I don't find the combat as "bleh" as a lot of others do. I kind of enjoy the turn-based style Stardock has used...it's nice to have a moment to think about what to do with each of the Units & it does get a bit deeper as you reach mid to late game and have a wider variety of Units, weapons, and skills.

As huminado made mention of, there are several Spells and some weapons that do splash damage, but that's always stated in the descriptions so keep an eye on that.

And, yeah...those Obsidian Golems are TOUGH!
Ursprünglich geschrieben von tastethecourage:
In short? No, not really in my opinion. I feel that it's way too simplified. But that's just my opinion.

Taste-what games would you say have more depth at turn-based tactical fights? I enjoy TB games (playing AoW: SM now), so I would love to know about more TB titles that have depth. Thanks.
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Beiträge 17 von 7
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Geschrieben am: 27. Feb. 2013 um 18:20
Beiträge: 7