With the fall of Warhammer Online, Games Workshop's fantasy IP has floundered in the electronic market. The challenge, it appears, is in capturing the feel of an all-out wargame in a universe where players are live. MMO mechanics are not particularly suited to mass battles, as WAR's developers, and the developers of the 40k MMO, found out. As much as I'd like to see a Mordheim, Necromunda, or Warhammer Quest MMO, they won't happen -- GW has made it clear that they only want their primary properties converted to electronic media. Meanwhile, no one particularly wants to play as a guy that dies in a hit or two in an MMO. Most strategy games don't particularly emphasize the same tactical gameplay that the tabletop games have, however. Dawn of War is a significant departure from the game in everything but theme.
How many points? |
Each player starts by selecting a force using a finite amount of resources, similar to "points" used in selecting units out of a codex. They then take turns deploying their forces on a set map, complete with destructible terrain and fortifications. After both players deploy, the battle begins. Forces largely succeed or fail based entirely on movement choices once the battle begins. Units are fairly slow moving and require precise positioning to gain tactical advantages. Flanking, for example, is key. Artillery scatters and bounces, and units have actual morale causing them to route. Where the Total War series shines: the early gunpowder era -- the same era that Warhammer Fantasy is roughly set in. They even release DLC containing new factions for their games. There were only two things in the way of making this happen: GW's license with THQ, and TCA's insistence on making historical games.
One if by land. |
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