Post Human W.A.R Gameplay Review
I'm playing Post Human W.A.R, a turn-based strategy game by Studio Chahut and Playdius. The game focuses on online multiplayer, although there is no asynchronous multiplayer (a notable shortcoming for a potentially small community). In addition, there are three campaigns of six missions each that lack adjustable difficulty, and practice games against the AI (or a local player) on fourteen maps (but none are randomized). Units are purchased before battle: melee, ranged, flying, and support options are available that differ in health, movement, attack range, attack strength, defense strength, and special abilities. One unit is chosen by the player as the champion: if it is killed, that side automatically loses (no matter how many other units remain). This is an intriguing concept that involves how you choose who to be the champion, who you try to make the opponent think is the champion (it is kept a secret), and who you think their champion might be. Spare resources left over from unit recruitment (and later gathered from boxes scattered across each map) can be used to buff a unit’s attributes for one turn, adding to the pre-game strategy and in-game strategic options. The enemy totem can be destroyed to cause damage to opposing units each turn; this results in quicker games with less grind at the end. The AI is very good on the higher difficulty level, as are the human opponents found online. Post Human W.A.R has interesting factions and some unique gameplay elements.
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