The Dragoness: Command of the Flame Review (CallmeNezo)
Some info and my thoughts about the game.
Basically you have an headquarter like in xcom, where you build your buildings, get your units, buff yourself, buff your units and so on. Everything cost resources of course.
From your headquarter/base/town you decide what to bring into the next mission, that means which units, artifacts, two choices for your hero's stats and abilitys, and then you see three challenges for the mission. They can be like, don't use this unit in the whole mission or don't pick this power when leveling, therefore a ¨challenge¨ if you complete one, two or all three you get a reward specific for each challenge.
When you have taken a mission, theres a food system, it means that every round takes 1 food, therefore making your turns and what you do very strategic. What i did was scout out the map and planning a route i wanna take and monsters i wanna beat first and so on, then reloading (save scum kinda idk) to the start of the mission and then do the route i had planned. Making sure that i wouldn't have enough food (you can find food throughout the mission)
So before heading into combat, theres taverns (idk if they are called taverns ingame) that has three units in them that costs resources that you get throughout the mission, having two of the same unit makes you able to merge them, into a stronger version of the unit. Theres also three different options for ending and starting the next round, you have like, get 2 extra moves next round, get two extra resources next round or get this buff next round. So depending on what you wanna do the next round/turn you have three options, if its a turn where you pick up stuff only, you might not want the buff, but if you wanna fight the next turn you might want to.
So in combat your units have shields and so do your enemy. The shields are a way to make it more strategic in my opinion because it gives you a chance to get out of combat without having to refill your units like in HOMM, because how it works is that if you only get damaged your shield number your unit is totally fine, its when your units shield gets destroyed and their health gets hit, which meaning after battle you have to do turns/rounds to refill their health, if i recall correctly tho the shield gets refill insta after battle. The worst scenerio is when your units gets killed, because then you lose the unit of course, and that means that the high cost of resources you used to buy them now are lost, so you really don't wanna lose a unit, it makes the mission harder because you are weaker and have lost the resources you used on that unit. Also why i said i feel it makes combat more strategic because you gonna do everything in your power to make sure that you get the best result.
Also the mana system, i haven't sat down and learn very much about it, but so far it seems that it refills in turns, could be wrong. But also your units have unique powers, but those powers cost from your mana, but could turn the tides in your favour.
So i bought the game because i really like HOMM, and they do have some similars aspects, but i could also see that a HOMM player would not like the game, but i could also see if they wanted something similar thats a breath of fresh air that they would enjoy it. But again its not HOMM, and thats a good thing, they have decided to make a unique take on the genre and it works very well.