

Age of Wonders’ neat racial and class unit mixing makes for some interesting combinations, and from a purely visual standpoint the unit design and aesthetics of each unit add a welcome splash of colour to the game’s fantasy universe.Įach map is crammed with treasures, resources and monsters to battle

Tigrans tend to be lighter, faster, with high damage but lower hit-points. Frostlings contain some great heavy-hitter units like yetis and mammoth mounts, but also make use of a new ‘chilling’ status effect to make enemies vulnerable to being frozen.

The two new races are also a welcome addition, though neither changes the game quite as dramatically as the new class. There’s all sorts of neat combos like this to experiment with, which makes playing a Necromancer hero heaps of fun. Banshees cause despair in a wide radius, which slots in beautifully with some of your other units, who do extra damage against enemies with low morale. One trick I used more than once was resurrecting a dead unit as a trash unit called cadavers, who were useless in combat but great for providing flanking attacks for my heavier melee units. Necromancers have access to a range of new spells and units, and some very nasty battlefield abilities. It’s not just mechanical differences, of course. Riding a sabre-toothed tiger into battle seems a bit like.
