Wargroove

Wargroove

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DeGugs Feb 2, 2019 @ 10:18am
joining units
I'm surprised that not many people are demanding this feature, but I hope it's not too late to fix this.

When you have multiple units of the same type, all heavily damaged from battle, it's annoying to walk them all back to a village to heal, not to mention that it's not cost effective. Can there be a "unit joining" mechanic that allows you to join damaged units into one full unit?
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Showing 1-15 of 20 comments
Kayneth Feb 2, 2019 @ 10:33am 
Yeah, i actually resorted to trying that out in one of the early scenarios, and was pretty surprised to see that they haven't implemented it.

Merging units was arguably somewhere up there among the non-obvious important mechanics for AW since it helped in maintaining offensive momentum and preventing vulnerable units from being crushed successively while being completely unable to retaliate.
IronHide Feb 2, 2019 @ 11:17am 
As a veteran of the Advance Wars games, I too tried 'joining' injured units together and was quite shocked to discover it wasn't possible.
Lexyvil Feb 2, 2019 @ 11:43am 
Same. It proved very useful in Advance Wars, I figured it would be in this game too. I was expecting it to be possible to join two harmed units, with the extra health reverting back to gold. I hope it's a feature they considered and that they eventually add.
Towerbooks3192 Feb 2, 2019 @ 11:53am 
Same here. I miss that and the veteran units from Days of Ruin.

I think they probably avoided unit merge because of balance issues like easily trapping commanders in with joined units.
DeGugs Feb 3, 2019 @ 4:31pm 
Just lost the battle where Caesar leads a small battalion into a castle with no villages to save some prisoners. Want a place to add a tutorial for joining units? Put it there, because that level in particular is in dire need of that mechanic. Your units are basically useless after about 2 fights when they get down to 1-4 health, so Caesar himself has to do all the work until he doesn't have enough health to survive the main hall!
Last edited by DeGugs; Feb 3, 2019 @ 4:32pm
Pink Feb 3, 2019 @ 5:06pm 
No disrespect to anyone, but this isn't Advance Wars, it's a different game that among other things, is designed around not being able to merge units.
Instead you can recover by reinforcing units and healing with mages, which works well if you don't act recklessly.
HighLanderPony Feb 3, 2019 @ 5:21pm 
Reinforcing is less intuitive and more cumbersome. This game seems to take a lot of things from AW and change them for the worse for seemingly no reason other than to change them.

Joining was also cool for restocking fuel/ammo or keeping your damage high but this game doesn't use fuel/ammo so... boo.
Unicarn Feb 3, 2019 @ 6:04pm 
It's to discourage you from letting your units get damaged and makes it harder for you to deny your opponent groove charge.
Pink Feb 3, 2019 @ 6:42pm 
Originally posted by HighLanderPony:
Reinforcing is less intuitive and more cumbersome. This game seems to take a lot of things from AW and change them for the worse for seemingly no reason other than to change them.

Joining was also cool for restocking fuel/ammo or keeping your damage high but this game doesn't use fuel/ammo so... boo.
It sounds to me like you wanted another AW.
If you enjoy AW that much, you should replay it again. This isn't it, and what you feel was changed for the worse, I feel is is just a different approach.

Asking to merge units at this point just won't work with the game design.
The entire campaign is based on utilizing the current system.
HighLanderPony Feb 3, 2019 @ 6:48pm 
Originally posted by horheristo:
Originally posted by HighLanderPony:
Reinforcing is less intuitive and more cumbersome. This game seems to take a lot of things from AW and change them for the worse for seemingly no reason other than to change them.

Joining was also cool for restocking fuel/ammo or keeping your damage high but this game doesn't use fuel/ammo so... boo.
It sounds to me like you wanted another AW.
If you enjoy AW that much, you should replay it again. This isn't it, and what you feel was changed for the worse, I feel is is just a different approach.

Asking to merge units at this point just won't work with the game design.
The entire campaign is based on utilizing the current system.

I'm not asking for it, I'm asking for an explanation on why it's the way it is. Yes, I did want another AW, or at least a game that kept everyting that was good about that and only added to it, not removed good things and added different or new things for seemingly no good reason.

I already replayed AW plenty of times, ty.

I could explain why it's worse and not just a different approach but this is the Steam comment section and it's a long list, so I won't (inb4 you just say that 'cause you don't know what to say, that's not it but ty).
Last edited by HighLanderPony; Feb 3, 2019 @ 6:49pm
Bouncer Feb 3, 2019 @ 6:49pm 
The amount of units on the map is typically much lower than in AW so I can understand why healing is a lot more restricted.
batteran Feb 3, 2019 @ 6:58pm 
Originally posted by HighLanderPony:
Originally posted by horheristo:
It sounds to me like you wanted another AW.
If you enjoy AW that much, you should replay it again. This isn't it, and what you feel was changed for the worse, I feel is is just a different approach.

Asking to merge units at this point just won't work with the game design.
The entire campaign is based on utilizing the current system.

I'm not asking for it, I'm asking for an explanation on why it's the way it is. Yes, I did want another AW, or at least a game that kept everyting that was good about that and only added to it, not removed good things and added different or new things for seemingly no good reason.

I already replayed AW plenty of times, ty.

I could explain why it's worse and not just a different approach but this is the Steam comment section and it's a long list, so I won't (inb4 you just say that 'cause you don't know what to say, that's not it but ty).

The balance in WG is interressing, and I guess it start from the air/anti-air units. especially, anti-air units now (mages and sorcerers) has more than just a situatiinal purpose.

Towns work differently too.

Mages and towns heal units, and units doesn't need fuel or ammo to sustain an offensive.

So I guess it's a tricky balance. But I like the new "Anti-air multi-purpose" units.
DeGugs Feb 3, 2019 @ 7:09pm 
Originally posted by horheristo:
Originally posted by HighLanderPony:
Reinforcing is less intuitive and more cumbersome. This game seems to take a lot of things from AW and change them for the worse for seemingly no reason other than to change them.

Joining was also cool for restocking fuel/ammo or keeping your damage high but this game doesn't use fuel/ammo so... boo.
It sounds to me like you wanted another AW.
If you enjoy AW that much, you should replay it again. This isn't it, and what you feel was changed for the worse, I feel is is just a different approach.

Asking to merge units at this point just won't work with the game design.
The entire campaign is based on utilizing the current system.
This isn't about being the next Advance Wars! You know why they let you merge troops in Advance wars? Because damaged units are basically useless when you can't repair them, I learned that the hard way in the first Caesar mission. On top of that, in universe, it makes no sense that a lone soldier of one unit can't join up with a unit that's missing one.

batteran Feb 3, 2019 @ 7:18pm 
I will add one thing: the "critical hit" mechanism in this game make damaged units still suitable in battle.
Gerk Feb 3, 2019 @ 7:21pm 
Originally posted by batteran:
I will add one thing: the "critical hit" mechanism in this game make damaged units still suitable in battle.
How do you figure? Or do you mean the placement-based criticals?
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Date Posted: Feb 2, 2019 @ 10:18am
Posts: 20