Ancestor Legacy Well Considered Brutality

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I know that I arrive quite late with thoughts on strategy games of different colors, perhaps too late for my analyzes to be of great use to the players or potential players of these games. In part, I’m writing these reviews/previews to hone my writing sfinishs. And partly I do it to put my thoughts in order about what these games and strategy games usually do well and what they could handle better.

I am now a father of 4 years old and I have discovered that this provides a laser focus on how I spend my energy: without such a focus, I would quickly no longer have time to enjoy my passions (which, of course, is to play and create strategy games).

What I have time for and what they are going to take away from me is my point of view on these games mainly from the point of view of how their systems work: how clear they are, how they allow players to make decisions about how they approach the game; how deep they are in allowing players to show mastery and act in surprising ways so that the understanding of the game evolves and remains interesting over time, and how they handle the delicate topic of balance or keep players in the game and competitive until the end of the game. These are my personal priorities and what I hope to see in every game I play.

Keep up with the show!

Before playing Ancestor’s Legacy, I had heard that it was described as a “medieval hero society”. I find this description A bit inaccurate. There are some similarities, such as squad-based units and a plethora of active abilities, including analogues for laying mines, but this does not really capture the full flavor of the game. For me, Ancestor’s Legacy (my hands keep typing Ancestry and it’s absolutely finishing me) is the bastard child of the tactical action of Total Wars and Company of Heroes.

In the end, there is a certain feeling when you are actioning in an all-out war. Huge squads stand in a drop and hit each other, slowly reducing their numbers as specialists wreak havoc in certain areas of the battlefield. This is very different from the positional action in Company of Heroes and the speed at which squads and tanks can melt under fire. In Company of Heroes, cover is king and things can unfold quickly and harshly in a way that you don’t really do in total debate (at least in my experience. But I am a newcomer to Total debate games and I have only started to appreciate them in recent years).

In Ancestor’s Legacy, you have a bit of both. Simple actioners get tangled up in close action and tend to be straightforward… to sit there and hit each other. action lock is a force inside, which means that there are few possibilities for maneuvering after the intervention of a squad.

The first shot where squads meet is very important, because many infantry sfinishs occur on the approach: Fees, flank (an important status effect that can really speed up the passed away of a squad), axe throwing, such things tend to happen from the first experience. A pinch of COH and a shot of total war. It takes a little getting used to and the status effects can be frustrating, but once I got used to it I started to appreciate the system a lot more.

I could talk about the action for a long time. Things slow down a bit during the action, but the fun and dexterity of building that initial engagement is very entertaining. Throwing axes when loading, setting up ambushes, setting traps … this is just the beginning. Because if you are smart, you can play the system.

Ancestor’s Legacy has a two-step withdrawal feature unique to the game. The first time you press retreat, the unit frees itself from the action and moves back about a screen length towards the Player’s base. When you retire again, you get the standard relic-inspired full retreat. This alone adds a lot of depth to the action, especially considering how important the intervention (or in this matter, the re-engagement) can be for the action. There is a lot of counterplay to the clashes, and a lot of that comes from dictating the terms of each engagement.

In many ways, mechanically and functionally, this resembles unit maneuvers in Warcraft 3: Getting a squad out of the fray, then bringing it back to maintain its DP and allow another target to absorb the damage. But in Ancestor’s Legacy, there is the advantage of having a coherent system to get the most out of squads, as well as the advantage of being able to redeploy and use these abilities when approaching.

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