The wide world of Games Workshop’s Warhammer has forged a furrowed path across tabletops around the globe. In doing so it’s cemented its fantastical world alongside the likes of Middle-earth and Narnia, and so it’s little surprise that it’s also made regular forays into digital landscapes as well. While games like Warhammer: Chaosbane and the Vermintide series taking a more action-orientated approach, the iconic Total War: Warhammer trilogy has sewn up the tactical side of things. But there’s always space for a new challenger. Enter Frontier, who with Warhammer Age of Sigmar: Realms of Ruin, take on the newest and brightest Warhammer timeline.
Realm of Ruin’s central campaign follows a Dawnbringer Crusade that is waging war in Ghur, the savage Realm of Beasts. You’re introduced to Sigrun, leader of the Stormcast Eternals contingent, who’s been tasked with engaging the Orruks out in the wastelands. They’ve certainly captured the gritty and hard-fought reality that makes the Warhammer world so beguiling, and the northern voices of the Stormcasts and Orruks bring a realism that used to be missing from our fantasy settings. Thanks, Game of Thrones.
Frontier hasn’t really attempted to reinvent the wheel when it comes to the RTS action, and anyone that’s enjoyed the genre before, and the Dawn of War and Company of Heroes games in particular, will find that moving units and commanding them to attack, defend or use their special abilities all feels thoroughly natural. In a nod to the Fire Emblem series, there’s a neat and clear weapons triangle at play here, so assault types overcome shield types, shields defeat ranged weaponry and ranged weaponry beats assault types. It gives you something tangible to consider when you’re heading
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