this post was submitted on 14 Sep 2023
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A look at Wargroove 2, the turn-based tactics game that is out this year.

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The main campaign itself has been a treat so far. It's been mice against wood folk, but while I like the Faahri's new commanders and their Grooves - one can fling enemy units around, another can chain electricity and the third gets a boost to movement, strength and defence - I'm mostly struck by the degree of freedom in the missions. A lot of levels start off with a choice of which units to begin with - do I want extra cavalry or extra pikemen, say - and most missions also include two or even three victory conditions to flit between. None of this stuff is wildly inventive, but it allows me to head out onto the battlefield and keep my options open.

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It's here I first saw the new tiered Groove system too. Each hero unit can use its special attack when it reaches 100 percent on a gauge which is built up by your army doing good stuff - killing enemy units and taking villages, for example. But if you hold on and take it to 200 percent, you can unleash massive Groove attacks. I love this, because it's just the kind of feature I tend to forget about in the midst of battle, remembering only at the last minute and giving me that feeling of having just gotten away with stuff.

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