
The first cat to receive this ability was Nerd Cat. a sniper with zero piercing range can be viewed as a Melee unit. This is the defining parameter of a sniper, as snipers are used to damage enemies in the backline. A larger value means capability of killing enemy units with greater range even when they are behind meatshields. How far into the back of the enemy line the cat unit can hit, calculated from the most up-front enemy unit, or " max range - standing range". A lower value means more safety for the cat. How close enemy units have to get to avoid being attacked by the cat. A higher value usually means more safety for the cat when the enemy army is advancing. How far the cat usually stands away from enemy units. It still has a "trigger range" where the unit will stop to attack.Įxample: Red Riding Mina's effective range is from 300~600, but her trigger range is 435.Ī Long Distance cat has at least three important parameters: This ability gives the unit a set distance or area which its attack affects. This ability gives the unit attack long distance. The most prominent recurring victim of this mechanic is Jaer the Wind Mage, who cannot move in water combat since beneath his Wind Walking ability, he is just a Walker.These cats have a special ability called Long Distance. The wind-walker and all its allies will enter open water combat, but only the / ones will be able to move. They may appear in any combat, and mobile to boot, if they obtain the ability to Fly (the lynchpin of the Flying Invisible Warships strategy).Īny Wind Walking unit is effectively a Transport as well. Overland, they will appear in battle, but immobilized (like walkers trapped in water, they can still hurl their Rocks and attack adjacent foes). In port, they will simply not appear for the battle. In rare cases sailing units may be attacked on land, such as in the port where they were constructed, or when they were flying overland but had their enchantment dismissed. While Flying and Swimming units may default to Ground Movement as circumstances dictate, ships cannot. The Floating Island spell creates an exception to this behavior: the island itself does not appear in combat at all, while the Walking units it carries appear but cannot move (but may still attack, if they have ranged attacks or a unit moves adjacent to them). If, after suffering battle losses, the total Transport Capacity of the stack is insufficient to carry the Ground units in the stack, any excess units will Drown. To summarize their effects in tandem with the information in the chart above:Īny transported units that do not have Flight, Sailing, or Water Movement cannot take part in ocean battle. Naval vessels have a tendency to complicate the rules, both in their technical (but violable) restriction to Ocean and Shore tiles and their role as Transports. Transports in Combat Main article: Transport Grants Water Movement and immunity to snares. Ships friendly to the caster get +50% Move Points, and −50% for each enemy instance of the spell. Requires corporeal foes in Ground or Water Movement ( Combat Enchantment snare). Potentially grants Air Movement (~4% per target). Friends Of The Wild: Wolf Clan units are not attacked by wild wolves (wolf units also won't attack enemy pack wolves (unless forced to), but it's a game bug). Units wearing that armor will take 50 less Magical damage, as well as 25 less damage from the rest of the damage types. Walkers accompanying the unit will enter combat, but immobile. All Wolf units can obtain Shale Armor which acts as a Battle Gear. May remove relevant movement buffs imparted by spells, but not innate abilities or Item Powers.ĭoes not grant Water or Air Movement. Walkers in transport will not (vice-versa for Floating Islands). Terrain Chart Weapons Chart The Prussians of 1813 - a listing of their line and infantry regiments and certain reserve battalions which were formed up to fight. Walkers accompanying the wind walker will enter combat, but immobile. Otherwise the victim defaults to Ground Movement whereby it is effectively immobilized ( Combat Instant snare).ĭoes not grant Water or Air Movement. Traps a target, forces a Flyer into Water Movement if it has this. None - Sorry, you cannot wink in and out of combat. Unit has Water Movement and immunity to snares. Unit may teleport to almost any tile at a cost of / 1. Permits a unit on the surface to initiate melee attacks on a Flyer. Water Movement Effect Table Unit Abilities Unit Damage & Armor Charts View source History Talk (0) Battle Realms Info Chart (Complete version) Categories Categories Battle Realms Battle Realms Game Mechanics. The table below outlines the interactions Unit Abilities and spell effects have with Water Movement in combat. Uniform tileset for Shore and Ocean combat.
Water Movement Terrain Table Terrain Square
The sea battlescape consists entirely of uniform water tiles.