Code Wars: The Magic

Code Wars: The Magic


The game, repeated three times

Talk about the "Code of War" has almost nothing to eat. All praises (absolutely deserved) the game has already sung all the critical remarks on the topic "samopovtory - is evil" made more than once. Claims, incidentally, is quite justified: add "Rangers" and especially "The Siege" demonstrated that "the Code" step by step, is immersed in the morass of sameness. Previous releases rescued only that Ino-Co each time succeeded in a new accents.

Elven Soul

Frankly, the release of "Magic" I've been waiting without much interest. Ino-Co did not give reason to hope that the third edition will add at least something original. There was not even a standard application of «N artifacts" and «M of new units, only the abstract phrases of the new tactical opportunities, which in theory could be to anything. However, the apprehension was unfounded - the new tactical possibilities in the "Magic" actually appeared.

They are what it is. Heroes additions were alone in the field and to justify the title of soldiers forced to rely entirely on magic, first of all - the possibility to call the spirits of the Allied nations. For example, the Archmage Brennok almost all the battles begin alone, but can call for help shade the two heroes (one of which he specializes in creating teams of elves, ghosts).

Management of "phantom" army - something entirely new. Squads no longer afford to lose, death of heroes does not lead to the loss of the mission, and "dead" soldiers can immediately call back, and on any vacant cell. True, the shelf life of these soldiers is limited to a few passages. Hesitated - remain without an army just before formation of hungry orcs. In gnome Hranda things more fun than Brennok - in addition to ordinary spirits, it can cause runes. Recent hang over the field in the form of a huge letter "zyu" and have an impact (from acceleration to spreading fear) to all nearby units.

Code Wars: The Magic Company History
2007: December 21 comes first addition to the Code of War "-" High Magic ". Brings a lot of new, including alternate versions of passage.

2008: March 14 stalls there first "thematic supplement" - "Rangers". The focus of units are lightweight and tactical maneuvers.

2008: June 20 saw the light of "The Siege", the second in a row mini-supplement.It Ino-Co offers to manage the two armies: one composed of light elven infantry, the second - from the heavy knights.

Code Wars: The MagicCode Wars: The Magic
Elfen partizanen pif-paf - orken soldaten schnell kaput! Calculate what that mission on account of the "protect the village from the Orcs?


The familiar old

Of course, spells and the ability to call "ghostly" allies in the game were before, but in the "Magic" for the first time they are key to victory. Unfortunately, this proved too little to "Code of War" a serious change. For a while, then goes on to learn how to properly use all of these spirits, but then you wait long familiar tactics and battles, has not changed since the original "Code." Go forth, "Magic" before "Rangers" and "The Siege", it might well qualify for higher ratings. And now ... all too familiar and predictable. However, more importantly: "Magic" draws a line under the three mini-additions of Ino-Co. Even a local story with an epic final battle at the end makes it clear that this chapter in the history of the world Illies completed. For Ino-Co is the time came to announce a new project. For example, the "Code of War 2".