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Fantasy Wars could have been ALOT better. Instead, I am glad I only paid a $1 for this game. Just terrible design.

1.) It is NOT a strategy wargame, fantasy or not. It is a puzzle-solving game. You replay the same missions over and over so you can figure out how to get the Gold result. The solutions are never based on actual tactical or strategic thinking, but are just exercises in general puzzle-solving as the optimal result depends strictly on you knowing beforehand what obstacles you face. The game does not reward good strategy and tactics as it should.

2.) It has an artifical built-in design choice that PENALIZES prior success. This being, of course, the unit cap. If you do happen to have more units than the cap, you should be allowed to use those units. The cap is absurd and has no point in existing except to somehow 'balance' a game - but as the game is a puzzle-solving exercise that requires multiple play throughs on any given map to get the best result, the concept is silly.

3.) When compared to either HOMM or FG, the game really fails to hold up. FG also ran into the 'puzzle-solving' dilemma, but not on every map, and while it also had a unit cap that cap was much higher. I rarely bumped into the unit cap in FG the way I do in FW. HOMM also had more interesting map layouts.

4.) AI for FW and FG are about the same. Essentially the CPU knows where all your units are, and unless scripted to act otherwise, will just rush and attack your weakest units within range. The AI in HOMM is definitely superior.

5.) Graphics are nice, but FW's graphics actually hinder play. Given the fact it is closer to FG than HOMM, I personally find the top-down perspective of FG much better. Selecting and moving units is occassionally frustrating in FW. Not all the time, but often enough to bear mentioning. Never have these problems with FG or HOMM.

6.) Storyline; FW is weak in this department, essentilly being a Warcraft-plot clone. Not entirely, but very close.

In summary, Battle for Wesnoth, a free-to-play game, is immensely superior in all respects, save in graphics. But as I find graphics to be a secondary concern (hence the reason why i still grind away playing older games) Wesnoth's primitive graphics are not an issue. FG, the truly awesome classic, is also superior, or equal to, FW. HOMM is, of course, superior as well at it just plain plays better.

I like what the designers of FW shot for, but poor level design (being far to puzzle-solving focused at the expense of tactical and strategy concepts), poor storyline, somewhat cartoonish graphics, and weak AI really keep this game from making any meaningful impact on me.
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Deimosruhk: 1.) It is NOT a strategy wargame, It is a puzzle-solving game.
I don't think so, you must learn to use reco and have some swift light units.
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Deimosruhk: 2.) the unit cap artifical PENALIZES prior success.
Again, you must learn to carefully choose and use your units.
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Deimosruhk: 4.) AI knows where all your units are, and unless scripted to act otherwise, will just rush and attack your weakest units within range.
I don't remember this bad, I had learned to protect my army.

What was lacking in FW is the UI, it's better done in next games, the Elven Legacy serie.
https://www.gog.com/game/elven_legacy_collection
But EL, even it uses my prefered race, the elves, has worst scenarios than FW, so I keep prefering FW.
So, I dream about a FW game using directly elves and with the ELegacy UI.
Post edited April 23, 2019 by ERISS
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Deimosruhk: Fantasy Wars could have been ALOT better. Instead, I am glad I only paid a $1 for this game. Just terrible design.

1.) It is NOT a strategy wargame, fantasy or not. It is a puzzle-solving game. You replay the same missions over and over so you can figure out how to get the Gold result. The solutions are never based on actual tactical or strategic thinking, but are just exercises in general puzzle-solving as the optimal result depends strictly on you knowing beforehand what obstacles you face. The game does not reward good strategy and tactics as it should.

2.) It has an artifical built-in design choice that PENALIZES prior success. This being, of course, the unit cap. If you do happen to have more units than the cap, you should be allowed to use those units. The cap is absurd and has no point in existing except to somehow 'balance' a game - but as the game is a puzzle-solving exercise that requires multiple play throughs on any given map to get the best result, the concept is silly.

3.) When compared to either HOMM or FG, the game really fails to hold up. FG also ran into the 'puzzle-solving' dilemma, but not on every map, and while it also had a unit cap that cap was much higher. I rarely bumped into the unit cap in FG the way I do in FW. HOMM also had more interesting map layouts.

4.) AI for FW and FG are about the same. Essentially the CPU knows where all your units are, and unless scripted to act otherwise, will just rush and attack your weakest units within range. The AI in HOMM is definitely superior.

5.) Graphics are nice, but FW's graphics actually hinder play. Given the fact it is closer to FG than HOMM, I personally find the top-down perspective of FG much better. Selecting and moving units is occassionally frustrating in FW. Not all the time, but often enough to bear mentioning. Never have these problems with FG or HOMM.

6.) Storyline; FW is weak in this department, essentilly being a Warcraft-plot clone. Not entirely, but very close.

In summary, Battle for Wesnoth, a free-to-play game, is immensely superior in all respects, save in graphics. But as I find graphics to be a secondary concern (hence the reason why i still grind away playing older games) Wesnoth's primitive graphics are not an issue. FG, the truly awesome classic, is also superior, or equal to, FW. HOMM is, of course, superior as well at it just plain plays better.

I like what the designers of FW shot for, but poor level design (being far to puzzle-solving focused at the expense of tactical and strategy concepts), poor storyline, somewhat cartoonish graphics, and weak AI really keep this game from making any meaningful impact on me.
Hi,

I am into this game just for a day or two now and already have some opinion on it to exchange.

1. Sure thing this is not a wargame, but just a turn-based strategy (tactics?). But screenshots promised some really epic-scale actions. That lured me in:)

5. I agree the graphics somehow steal the focus and yes, probably create some frustration. But I believe the frustration is not due to the graphics itself, but due to the default camera and constant zoom-in-out cycles.
What really disturbs me is this intensive ambient light throughout the screen (forgot the proper name for this feature common to modern games, occlusion..?) as it always distracts me from the logical focus points like units.

You may try to play with the free view camera and keep it top-down view at zoom level which is convenient. Also, as far as I remember you can choose the way units are presented in options: for instance always show big units (as far as I understood means 1 figure for the whole unit).
I hope this can help a little to improve the experience.

3 and 6. I have a strong feeling that the game is much inspired by the Grands you compare to, but I would like to add Warhammer here (at least when playing the Orcs campaign and have close-up on hero fighting the enemy you feel some light resemblance). Perks and development remind me of HoMM, and battles plus magic system usage per scenario sure remind me of FG but in very mild fashion (except for 'broken' flee of the units).
This reliance on other games make it somewhat mediocre and since there is nothing unique... ...but still it is fun at least for me, because I am constantly failing at FG and HoMM3 despite I like their atmosphere so much. It's like I am finally granted a chance to play these games without feeling myself a sucker:)

Maybe 3.5-4/5? :)
The game is much better when you work out which gold rewards are 'must haves' and which ones can be dropped.

Its a completely different style of play when you are cracking the whip for a gold win verses not needing the gold win.

I put in a higher proportion of less experienced units for gold wins because i know i will be taking many losses.

I put in a higher proportion of experienced units when i am not going for the gold win so i can focus more on developing unit experience and avoiding casualties.