![]() ![]() It's especially frustrating how crucial and simultaneously useless these feel as a result of the game's other flaws.Ĭombat borrows an old mechanic from Warhammer's tabletop game that ends up a poor fit for an RTS: once two units lock blades, neither side can disengage until one is either defeated or retreats, an order that forces your survivors to leg it back to base and heal up. In stark contrast, Realms of Ruin's upgrade system brings no such tension or planning to the battlefield, with upgrades instead being barely noticeable "pick one" increases in damage or defense. Smaller maps and caps on unit recruitment made the choice between a melta & plasma gun feel much more meaningful-bad unit builds could spell defeat for your forces within the first 10 minutes. Realms of Ruin takes clear inspiration from 2009's Warhammer 40,000: Dawn of War 2 ( one of the best Warhammer games), but confuses that game's successes at streamlining with oversimplification: Where Dawn of War 2's combat was massively scaled down from most RTSes, the limitations on army composition gave greater weight to the choices you made when progressing through your faction's respective upgrade tree.
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