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- cross-posted to:
- [email protected]
This is the best summary I could come up with:
But I don’t want to lose sight of how excited I am to have a meaty new tactics game to sink into, especially one based on an original, if heavily referential, world.
If you’re a fan of tile-based movements, two actions per turn, home bases full of upgrade potential, and engaging little interactions between your troops, you don’t get that many solid games like this per year, so take note of Lamplighters League.
His truly good and notable colleagues are all gone, so he turns to you, a collection of thieves, scoundrels, assassins, misfits, and only-in-it-for-the-money types who will absolutely never be swayed into noble heroism, no siree.
You choose between long-term gains (recruits, intel, quest advancement), short-term goods (needed for supplies), and holding back the progress of one villain or another.
You can mold Fedir, a Russian bruiser, into a run-and-gun shotgun enforcer, a rage-fueled damage sponge, or a hand-to-hand knockdown specialist, depending on how you advance his skills and load him out.
Some characters are more pliable than others (snipers gonna snipe), but you’ll find several variables to play with: crit gambling, debuff wizardry, free reloads, and the like.
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