That’s notparticularlyunusual, but it leads into the second unusual thing: that it’s also agoodstrategy game.
That’s a pretty big statement, and I’m as surprised as anyone.
OrOgreBattle 64, but come on, you’d never heard of that before this week either.

Sure, your squadcouldjust be five archers, or three spearmen.
This has huge ramifications strategically and tactically, but just as important is how recognisable it makes your army.
These decisions and relationships aren’t static either, because recruits grow into different niches.

I wanted an army of light guerrillas and spearmen backed by healers, so that’s what I hired.
But your army could be all clean and efficient, and that’s fine, because it’syourarmy.
You really feel like you’re making the decisions, but not the trivial ones.

Crucially, once a squad attacks another, all you do is watch.
There’s none of the tedium of repeatedly telling a soldier to twat the guy in the face.
In theory the ideal force would also take into account each recruit’s “element”.

Each fighter (not class) has one of your classic water-air-eggs-trees-etc.
But this is where the interface really chafes (and where the game would be excruciating were it keyboard-only.
For the love of god, use a mouse).

Its a cute detail but the writing doesnt really do it justice.
It had dragons from day one, so it’s not like I wasn’t warned.
The moments of drama and specific characters who did something I enjoyed.

Go and assemble your own wee warchestra.