Will Warcraft Arclight Rumble just follow in the footsteps of Clash Royale in terms of gameplay? That's kind of what many commentators and streamers fear, seeing the first gameplay previews of Blizzard's next mobile title. but Warcraft Arclight Rumble has more than one string to its bow, and will obviously stand out from Supercell's game. Including in terms of gameplay, since under its fairly classic RTS tower offense exterior, the title stamped Warcraft will assert a small, insignificant asset at first glance, but oh so crucial in terms of implementing tactical volume in the game.
Gameplay depth. Literally and figuratively.
Clash Royale is the same board that has not changed one iota in six years of existence. Three towers on each side, a river in the center and two bridges to cross it. no need to look any further; it is also this extreme simplicity that has shaped the success of Clash Royale and its foolproof accessibility.
Warcraft Arclight Rumble takes things one step further. On the one hand because its plateaus are very different from each other, but above all because they have this sometimes labyrinthine aspect of paths which form like an interlacing . The routes that the units can take are sometimes sinuous, and intersect on several dimensions. And there it is the little icing on the cake from Blizzard: the maps of Warcraft Arclight Rumble literally include relief. Units can progress there on paths in altitude, or in depth .
Note that at the time of this writing, there appears to be only one PVP map; this one is quite simple, with just a central bridge, below which the units can pass.
Where it gets interesting is that units with a long range will be able to fire from the bridge at ground units passing below, for example. The management of agro zones will therefore be totally different from that of Clash Royale. Another small detail that is important: the maps of Warcraft Arclight Rumble are not based on a checkerboard , which is the very foundation of CR.