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YMMV / King Arthur: The Role-Playing Wargame

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  • Complacent Gaming Syndrome: In the first game, choosing Rightful over Tyrant is almost a no-brainer, unless you're looking for a Self-Imposed Challenge; Rightful grants you great passive benefits like decreased unit upkeep and more research points, which Tyrant's "benefits" simply cannot compare with.
  • Game-Breaker: Attaching a Knight with the Lightning Strike ability to a cavalry unit. The Lightning Strike massively outranges all archer units, and can almost completely wipe a unit on the higher difficulties. You can win very easily by sending the knight ahead of your forces to annihilate enemy ranged units, then retreating back, still throwing lightning. By the time whats left of the enemy army reaches your lines, your archers can usually take care of them alone. Its not unusual to win battles against superior forces with 0 losses this way.
  • Sequel Difficulty Drop: For the first game, the Saxons and Welsh campaigns are easier than the Arthurian one, as the Saxons and the Welsh start with a Stronghold (while Arthur has to conquer one and his campaign is scripted to have AI kingdoms become more aggressive once he has done so). In addition, due to their starting positions, the Saxons and the Welsh can easily control 2 Strongholds early in their campaigns (the Welsh has a second Stronghold as a neighbour), and both sides start with armies containing many veteran units. The Welsh also start relatively close to Arthur, who has another Stronghold.
  • Underused Game Mechanic: For II, the Castle's ability to hold units in reserve. At the beginning when the player can only field one army, the mechanic is useless as the player needs to concentrate their power in that army. The mechanic becomes more useful when the player gains the ability to field more armies; even then, it requires an army to visit a castle in order to bring the reserve unit(s) into play.

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