

That’s something that was too often missing from Rome 2 and Attila, in which I usually felt obligated to play zoomed out for better tactical control.

The true big bads like giants and vampiric vargheists can be the spearhead on or the exclamation point at the end of a successful charge, and the havoc they cause via over-the-top, almost superheroic attack animations demands gleeful close-ups. Sorcerers and melee heroes allow you to pour offensive resources to trouble spots in a scrum precisely and decisively. Lumbering “monstrous infantry” like trolls and crypt horrors add a new tier of melee fighters to the battlefield and break up the bow/spear/sword triangle.

These fantasy units and the factions they are bound to are the stars of the show.
