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To compensate, villages can heal multiple units in a turn as if they have the health to do so, as long as you can move a unit and choose to top it off. Healing units with villages also costs you in Wargroove, but a village’s health also factors in, as a village loses health whenever it heals a unit. In Advance Wars, any unit standing inside a city was slowly healed at, though it cost you funds proportional to that unit’s worth. This lets you know how strong (or weak) a village is when it comes to defending itself, but also factors into how it helps your own unit. Villages start with half the health of the unit that captured them, and heal up slowly over time. When you do capture a village (neutral or allied), you’ll notice it has a health meter. Also remember that knights and pikemen are far more effective at capturing enemy cities than foot soldiers, who are better left to defend their allies after capturing neutral ones. Archers and trebuchets are particularly great for this, since they can soften up villages from afar before you capture them.
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To compensate, any unit can attack a village, which means dragons, harpies, and any other unit that can attack land units can help capture a village. You can’t really send weakened units to capture villages, and even sending fully-armed ones can be risky if enemies are nearby. Enemy villages fight back when you try to capture them, dealing marginal but meaningful damage to the units that try to to take them over. The biggest change, however, comes as you start making your way to your opponent’s side of the map. Neutral cities are also captured in one turn, which means you don’t have invest as heavily in infantry early on if you want to earn a steady flow of income early on. For one, capturing villages is quicker, since units only need to be next to a unit, effectively saving them one movement space. You can’t occupy the same space as a building in Wargroove, which leads to some interesting changes. You’d walk into it with infantry, begin capturing it over two turns (with a little animation of your soldier literally stomping it with both feet), and then it was yours same with enemy-occupied ones. In Advance Wars, capturing a city was pretty simple. Positioning, unit order, and more all become more important factors thanks to critical hits, making every move crucial in Wargroove, but maintaining the simple tactics gameplay fans may be coming to the game for. This changes how you approach encounters dramatically, and you should consider whether you can pull off a critical hit with every move, since it can mean the difference between having to use two battlepups to defeat a soldier or just one.
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Regular soldiers are stronger when attacking near their commander, the adorable little battlepups are extra vicious if the unit they’re attacking is next to another allied doggo, and dragons deal extra when attack units on open roads. While the name “critical hit” can imply a degree of randomness, it’s anything but: Essentially, they allow you to squeeze extra damage out of every unit (save for passive transport units) if you move them in the right place at the right time. Critical hits are key to winning battlesīy far the biggest, most nuanced change Wargroove makes to its inspiration’s gameplay are critical hits. For a deep dive on what else Wargroove has to offer that Advance Wars doesn’t, check out or episode of New Gameplay Today.
ADVANCE WARS BY WEB DAYS OF RUIN HOW TO
Here are the biggest ways the two games’ battles differ, with accompanying tips on how to use them to your advantage.
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But for as similar as Chucklefish’s latest game might hew to its inspiration, it makes a number of smart, significant changes that are mostly for the better, giving players more to think about when making their next move. Wargroove is a fantastic game that borrows heavily from the Advance Wars milieu, filling the void that series’ absence has left behind in fans’ hearts (like mine).
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