Warhammer: Age of Sigmar: Realms of Ruin Hands On Impressions | Gamescom 2023
24.08.2023 - 21:43
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Warhammer Age of Sigmar: Realms of Ruin is throwing around plenty of Warhammer pedigree. It's the first RTS title in the Age of Sigmar setting and arguably the largest game to touch upon Games Workshop’s re-imagined fantasy realms, as well as being co-written by Gav Thorpe of Black Library fame.
By Dave Jewitt , Adam Mason , and Chris Morris on
I’ve played Realms of Ruin a few times now and at first I was struck by how similar the gameplay was to Warhammer: 40,000 Dawn of War, but as the game’s development has progressed, more and more of what makes Realm of Ruin unique and interesting has bubbled up to the surface.
Now that the third faction has been announced, and we’ve seen a little of the Nighthaunts in action, the unique strengths and weaknesses of each side is a little more clear, something that has also been helped by a healthy dose of balancing since the Realm of Ruin’s previous beta.
The Stormcast Eternals play much more into their survivalist, tanky, tough staying power playstyle, Orruk Kruleboys’ have more utility and strategy from their traps and beasts, while the Nighthaunt seem to be relying on pure strength in numbers and wraths and ghostly beings surround your troops.
The Nighthaunts also bring a new flavor to the game’s roster, and I must admit as a Warhammer fan I often find it hard when previewing games like these to appreciate the bigger picture of what I’m playing as I zoom the camera into each model as close as possible to inspect their details.
One thing I do still struggle with though is unit identification, especially where these ghostly folks are considered. Some of that is addressed by the icons present above a unit's head signifying what type of unit they are and where they are positioned in the broad “rock-paper-scissors” style of army building, where units of a certain type are better suited to take on others.
The special abilities of units remain as one of the most satisfying elements of Realms of Ruin. Pinning down your enemies with shielded, unbreakable Liberators and charging in from the sides with your Vanguard Hunters or using winged prosecutors to throw hammers from above is exceptionally effective should you be able to pull it off.
However, as each unit has their own ability (some with multiple), and you also need to keep an eye on unit health and be ready to hit that “retreat” button, the moving parts of Realm of Ruin were putting my micromanagement abilities to the test.
I was also able to try out Realms of Ruin’s Direct Step control scheme for the first time,