


So, using melted ice walls you can create a field of water that increases the damage range of the lightning bolt to more enemies than some spells with larger inherent target areas. Another character can cast a lightning bolt the bolt will disperse and damage any enemy standing in adjacent submerged tiles. However, it leaves behind standing water on the tiles where the wall used to be. For instance, one character can summon a small ice wall that melts after a few turns. The second battle (of the route I chose, anyway) introduces even more variety to your tactical options by adding new characteristics to the battlefield itself. Funneling enemy troops into the teeth of your attack is a potent strategy for overcoming the enemies’ superior numbers and protecting your weaker units, and I look forward to exploring this more fully in the full game. It introduces a few cool ideas for controlling the conditions of the battlefield, such as the ability to summon barriers to allow players to control the movement of enemy units to a degree. The basics of moving units and attacking are the same as most any strategy RPG you care to name. The combat mechanics are fairly standard for the first of the game’s two scenarios.
