I got this a few days ago. Game's hard, and I'm coming from getting just about everything done in Into the Breach (including unlocking all secret pilots and secret squad) whilst playing almost exclusively on Hard.
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One thing that makes it hard is the AI. I don't remember for sure how the Advance Wars AI played, but Wargroove AI really tries to jockey for positioning, avoids placing units in ranges where you can effectively crush them whilst finding positions that put a thorn in your side, finds offensive lines that involve rapidly pivoting forces between different theatres of battle on the map, etc. I feel like Advance Wars AI would funnel itself into bottlenecks and do other stupid things that'd validate really basic strategies, so this seems to be a level up from that.
The only real flaws I've noticed are that the AI has a commander problem: it'll myopically throw units at your commander in a foolhardy attempt to close out the game (so you can use your commander to melt enemy units and pull apart their careful jockeying, then heal up and repeat); and it'll keep its own commander out of play, putting it at a substantial disadvantage in power, as though it's less determined to get the W than it is to merely prevent you from getting the S rank.
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The game also lacks the Advance Wars-style long string of early campaign battles that heavy-handedly tutorialize you about a unit or tactic by giving the opponent an intimidating-looking but monotone army and giving you a less intimidating-looking army that is just about guaranteed to tear them apart. Wargroove has some of this around when they introduce the aerial units, but even early in the campaign the opponent always seems to have a healthy diversity of units that makes counterpicking with your choices of unit construction/deployment really tough. This is compounded by the game's tempo which I'm still getting used to (I'll get to this) and the AI's aforementioned propensity to pivot the battle to another front.
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Wargroove also feels like it has a careful balance about it, and it's pretty far from what I remember Advance Wars to be. Up to the point I've played to, it feels like this game values the depth of exchanges between what would be mostly irrelevant footsoldiers in Advance Wars. If I spam cavalry, which might be considered this game's light tank, then I'm going to get lit up by well-arranged pikemen and archers, even if I'm getting the first hit. A lot of 3-4 movement units in Wargroove are important, which seems to make issues of tempo and sequencing more pressing.
It also means it takes more turns than I'm conditioned to expect for things to happen -- which isn't necessarily a bad thing, but maybe it exacerbates issues with the interface and controls (that hopefully will get attenuated in the next patch).
Mind, later on when I'm handed the ability to build dragons and giants and whatnot I might discover that Wargroove's giants, trebuchets, dragons, and witches are Advance Wars's medium tanks, rockets, bombers and fighters, and those units might take over everything and turn Wargroove into medieval Advance Wars. But it's refreshing to see a deep and relevant low-end here, and such a heavy focus on it in the campaign. It could also pan out that unit costs, weaknesses, and crits prevent the low-end from being rendered irrelevant in a standard game with everything involved.
Also, net worth seems like a live concept in this game that the balance seems intent on making relevant beyond just a construction bottleneck. I could imagine a world where the building reinforce heal mechanic or the mages' heal didn't carry a gold cost (they cost building HP and your mage's attack turn respectively regardless, so a more blase developer maybe wouldn't bother pricing them), but they are priced in gold at a level roughly commensurate with unit build costs, and I think that makes net worth a relevant measure of the health of an army in Wargroove. I could see the kinds of minds that brought concepts like card advantage and philosophy of fire to MtG theory coming here and bringing an angle of thought to this game where an army is thought of in terms of its net worth and tactics are about looking for arbitrage opportunities.
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Um, this turned into a wall of text quickly. I think I'm liking this game a lot. I feel like it's hard in ways that speak to me, I'm uncomfortable but getting a lot of satisfaction out of grappling with it. tbh I half expected to wander into the forums and find a thread complaining about the difficulty of the game. Hopefully people really take to Wargroove, I think it's really well thought out so far.
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