Wargroove 2’s roguelike Conquest mode gets into a grove at PAX

Wargroove 2
Wargroove 2 is an unexpected sequel that utilizes the same tile-based strategies as the first. It’s got a lot of the same elements as its forerunner, but we got some hands-on time with the Conquest mode, which puts a fresh spin on turn-based combat.
The Conquest mode is a major addition to Wargroove 2. If you’re familiar with other roguelike games’ structures, you’ll feel right at home here. Despite the fact that this idea isn’t new, the implementation in Wargroove’s turn-based battles is a welcome change.
Rally the troops!
At the beginning of my demo at PAX East 2023, the primary Commander Nadia was assigned to me. With a flamethrower in my possession, I was already ahead of the game. But I need more troops to have a serious army up and running.
I was offered three options from which to choose my initial strength. In exchange for a large sum of wealth, I may choose a weak group consisting of dogs and soldiers. Another option is to start with a smaller initial investment and a larger number of units. I went with the middle ground, which netted me a respectable amount of units and gold. Looking back, I realize that I could have done better if I had been more assured in either option.
From this vantage point, a map radiated outward, outlining various paths through a maze of obstacles. Some of the images depicted battles on the horizon, complete with swords and skulls. The others were merely possibilities, denoted by a question mark. Again, if you’ve played a game like Slay the Spire, you’ll have no trouble understanding this. It’s a branching, node-based map where you have to decide which path to pursue at certain junctures.
For me, the roguelike mode really drove home how important each individual piece is. I’ll be the first to admit that, when it comes to my units in strategy games, I tend to be a bit too careless. In a game like Wargroove, you can usually generate more of your lesser units as you need them.
