Caravan Wars is a clash-like with a new way of making your defense. That’s rare. Plenty of games play around with building types, where you can attack from, and so on. But making a completely new type of thing to attack is a tough nut.
In Caravan Wars, as you might guess, you attack other players’ caravans. They slowly, automatically, crawl through a section of windy road as you attempt to slaughter everyone in them. You have an army, plus some towers alongside. You’ll need both since the caravans are massive. There’s no special thing you need to destroy — winning and loot are based on percent destruction, before the caravan escapes.
The roads are 6 spaces wide and each caravan section is 10 spaces long. You can fill yours with 60 small troops, or larger more powerful units. Wagons, if you use them, don’t fight, but can hold a heavy weapon. As you level up, more 6×10 caravan sections unlock, with a small gap between. I currently have 3, for 180 slots total.
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2 sections of a caravan make their way past an attacker’s mortar towers |
You’d think that the caravan simply turns into a giant melee to the death as soon as it hits your army, making it all pointless. But the defenders tend to want to walk their route. Wagons never even stop — the weapons fires at everything in range as it plods along. Caravan troops will stay and fight by like to run and catch up when done. Some battles are your army trying to catch up with the undestroyed part of the caravan. Further, caravans, though long and thin, have many more troops than you do. Attacking it head-on can be slow-motion suicide. One of the intro missions encourages you to wait for the first big group to pass, and ambush the second. 50% destruction counts as a win, so that’s a fine plan. Attackers also gain turret points as they go. You’ll be able to toss more towers up ahead and sometimes harass your way to a win.
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Placing defensive units in the first caravan section |
There also seems to be quite a bit of variety in caravans. Some like a horde of archers surrounded by tougher pikemen. Others put tough paladins only in the front and back. Some enjoy mostly weapon-carrying wagons, with lasers, mortars, or just powerful single-shot guns. There are even healers. On the other hand, troops level-up individually. You can simply use all of your best.
In order to have something to attack, other players need to send out caravans. The game does a nice job with that. You naturally get lots of the “cargo” resource. Sending out cargo caravans turn it into gold, and gives other players something to attack. You’ve got a menu with multiple options for sending out caravans of varying durations, with quest rewards for sending enough. The reports even look good — a progress line with a dot for when (or if) you were attacked.
Now for the not-so-good part. You collect re-usable troop cards from chests. A common system and fun for a while. Later you find Epic and Legendary cards. You can merge them for level 2+ cards. It quickly becomes obvious that gem-spending players have an army of Mega Legendaries, much better than anything low-spenders can grind for. Another issue, attack towers upgrade nicely at first, but then their mega-upgrades unlock. You buy those by sacrificing massive amounts of extra troop cards (massive as in: you splurged on chests to get mega-troops, and these are the surplus commons).
Spells are strictly limited. You can’t brew them. The only way to get spells is by buying 4-6 each day from the shop (with regular gold). That will last you 2 battles, tops. The game front loads you with 40 of each spell, but when you run out, ouch. I have to respect the cleverness. That $5 pack for 100 of each spell pack is looking pretty good right now.
The amount they make you wait before attacking again is funny. After an attack you’ll need to wait for dead troops to heal. But winning a battle may activate a 15-minute “troops instantly heal” spell. It affects the troops you just lost, but you can’t count on getting it. So the best plan is fighting weak opponents until the insta-heal turns on. Then you can attack for real, all you want for 1/4th hour. It’s quite strange. You may plan to attack only once, but get the buff and decide not to waste it. Or you may spend 1/2-hour fishing for it.
There’s a steampunk theme, sort of. One wagon is a mini-zeppelin, and the healer is a tech-based artificer. But there’s also a skeletal lich, a rockman, and a charging knight (that stuns). And Griffons and so on. The famous all-themes theme.