Warcrow: The Wargame is still in development, but internally much of the team has had the chance to test it throughout the process. Here, three of us have come together to tell you our thoughts about it:
Iago, project manager at Corvus Belli, was one of the first ones to test Warcrow’s demo prototype, and many elements have changed (and will likely continue to change) since, but here are his impressions:
Now that we have the miniatures... I think they’re really pleasing to the eye.
The game mechanics are simple; anyone used to play wargames will get hold of them quickly.
Warcrow is a strategic game that places great importance to how you position your troops on the battlefield.
It doesn’t penalize lack of experience or knowledge in an excessive way. It's not like Infinity, where you can get wiped out in the very first turn. You're going to stay in the game. This prevents newcomers from getting discouraged, and there's always excitement from start to finish.
Additionally, since you’re alternating turns, there's not much waiting time, so you're engaged in the game at all times.

Vane from IT also explains her impressions:
As part of Corvus’ IT team, I've had the privilege of testing this new fantasy game—Warcrow—since we're about to start developing the Warcrow Army soon. Yes, of course, Warcrow will have its own Army! What did you expect?
I was already in just by hearing "fantasy." The first wargame I ever played was had the same theme, and I’ve got some very fond memories of it. Regardless, Warcrow’s vision of magic and its fluff have bought me over. There are so many things I'd like to tell you, but they’re still top secret...
The first thing that caught my attention is the sheer scale. It's a unit-based game, but with few miniatures, which gives each one a presence and makes their positioning a key strategic factor.
Another thing I really liked is the use of symbol dice. Not only that, but the Rolls are super easy to put together because you have all the information on the unit's profile.
I played with The Hegemony of Embersig (the dwarves aren't in it yet, but my bearded heroine will come and put everyone in their place).
Troopers from this empire can withstand whatever is thrown at them! Facing me were the northern orcs, big and strong as rocks. This was going to be interesting.
I approached the game with a simple goal: by the end of the second round, I had to control the two central objectives. So, I made strategic movements to position my ranged troopers on one flank and my cavalry on the other, leaving the center clear for my Bucklermen to advance and gain an advantageous position.
Movement templates are very intuitive. They help you to move your troopers easily and adjust the movement in each case as needed, since you have two movement segments that allow changes in direction.
The troopers’ alternate activation allowed me to adjust my strategy according to the orcs’ movements. It's important to consider the long-range capabilities of the northern troopers, and although my units held their shields up high, we suffered some significant losses.
I'm not an especially competitive player, yet it was easy for me to enjoy the game because it felt intuitive and straightforward in every situation; the rolls, distances, and movements were really clear to us. There's no need to complicate things with rigid formations or impossible interactions.
The gameplay flows smoothly, allowing you to focus on strategy, objectives, what truly matters: victory!

Finally, Cora, from the marketing department, gives us her opinion on the latest version of Warcrow:
The other day, I had the opportunity to try the Warcrow demo alongside Bostria in a guided demo led by our master of ceremony, Hoopoe. He led his orcish host against my Embersig troopers.
I was already familiar with the fluff of the universe from writing articles, crafting the Lindwurm whispers, etc. On top of that, I had played the dungeon crawler and was acquainted with some of the elements it shares with this new unit-based game. However, until then I hadn't had the chance to see everything put together and in action.
I’ll admit that I lean towards lighter and more cooperation-oriented games, and I don't usually click well with wargames, so I had my doubts about this game. Yet I must say it surprised me in a very positive way!
Being a unit-based game, it has different mechanics and elements that bring many variations and possibilities, giving it a very distinct feeling from the classic skirmish.
Deployment happens as one would expect from a wargame. However, as soon as the first round begins, we bring out the turn counter. With the first attack, we uncover the action tree of each trooper and we see that units can be joined together or separated based on your strategy, that you can benefit from the damage caused by magic...
It might seem like a lot to take in at once, but the Character sheets make all these variations very visual, recognizable, and keep the gameplay flowing smoothly.

Symbol dice are the best. Coupled with the game's own measuring unit, they prevent us from constantly calculating or debating whether we've used the ruler correctly.
And once we're into the thick of the action, the battles are quite satisfying. It feels quick, and not because there's little happening! But beware, once you've killed an orc, they already label you as Orcslayer... you wouldn’t believe how these tribespeople get.
For me, Switches were a familiar sight from Aristeia!, and they add an extra dimension to the game. They always add a twist to combat, although not always in your favor, because just when you thought you were only going to receive a couple of wounds... you end up with a few extra as gifts! Hahaha, how innocent.
On the other hand, visuals are what sell a game for me, and the illustrations, miniatures, and material designs… what can I say! They're awesome! Before you know it, you're already a part of the Hegemony.
And you? Have you been able to try the demo at any event yet? What were your thoughts about it?
Remember, you can drop by our demo table at the following events:
Pictures by Tim Toolen

