The game introduced a hero-building system, combining real time strategy elements with roleplaying elements. This makes the series the first to be called "roleplaying strategy", a term coined by its creator, Steve Fawkner. There are nine races organized in sets of three:
The Civilized races: Human, Dwarf and Undead
The Primitive races: Barbarians, Orcs and Minotaurs
There are four professions, Warrior, Wizard, Rogue, and Priest. Each profession has at least three specialties, which give access to different skills and spheres of magic.
Reception
Jim Preston reviewed the PC version of the game for Next Generation, rating it four stars out of five, and stated that "Players who look underneath the ordinary surface will find a highly entertaining mix of strategy and role-playing." Warlords Battlecry was commercially unsuccessful in the United States, and journalists Mark Asher and Tom Chick noted that it "didn't even hit PC Data's charts". Writing for CNET Gamecenter, Asher reported in September 2000 that the game's sales in the United States had reached 8,608 units, which drew revenues of $332,662. Warlords Battlecry received positive reviews. It has an average score of 78 per cent at GameRankings, based on an aggregate of 27 reviews. The editors of Computer Games Magazine nominated Warlords Battlecry for their 2000 "Real-time Strategy Game of the Year" award.
Sequels
Two sequels were released: Warlords Battlecry II in 2002 and Warlords Battlecry III in 2004. Although released in different times, the three games essentially share the same 2D graphics engine, a gameplay closely resembling that of or StarCraft and have a high number of playable races/sides. The games feature a hero building system which preceded 's own one and combine real time strategy elements with roleplaying elements, thus making its creator labelling the series as "roleplaying strategy" games. Although the games share the same basic gameplay and graphics engine, and the series is generally well received among Warlords fans and hunters, the community around them has always been small, and no serious modding efforts have been done until the third installment was released, although all three installments ended up supported by community rather than developer patches and mods.