




Sinrus wrote:I hadn't thought about that. I think I'll need to develop the different types of unit before I go into that. So here it comes.
Commander: A unit with the leadership special.
Infantry: A catch-all for humanoid, non-heavy units without the mount special.
Cavalry: A catch-all for units with the mount special.
Heavies: A catch-all for units with the heavy special. Can not, with some exceptions, enter tunnels or ride mounts.
Fliers: A catch-all for units with the flight special.
Unit types can be merged, for instance: A light unit without the mount special but with the flight special is an infantry flier.
Non-combat specials (aka specials that are not limited to providing combat bonuses):
Flight: Allows units to enter the airspace of cities. Flying units can only be engaged by other fliers or archers. Non-fliers can not engage fliers while in dense forest, unless they are forest-capable. Flight gives units a x2 bonus while in a city's airspace.
Tunnel-Capable: Allows units to enter tunnels. All light units automatically have this special. Tunnel-capable gives units a x2 bonus while in a city's dungeon.
Mountain-Capable: Allows units to enter low mountain hexes without penalties normally incurred by low mountain hexes and medium mountain hexes with half penalties normally incurred by medium mountains. Provides a x2 bonus while in mountain hexes.
Forest-Capable: Allows units to enter dense forest hexes without penalties normally incurred by dense forest hexes and provides a x2 bonus while in light forest hexes.
Water-Capable: Allows units to enter water hexes. Water-capable units can only be attacked by fliers, other water capable units, and archery units.
Dive-Capable: Allows units to dive in deep water. Only Water-Capable units can have this special. While diving, units can only be engaged by other divers.
Heavy: Allows units to walk in shallow water hexes. Heavies are incapable of riding mounts and entering tunnels, with some exceptions.
Mount: Allows infantry units to ride the mount. While doing this, they share all non-combat specials with their mount, except for mount and heavy.
Combat specials:
Leadership: Allows units to lead stacks.
Archery: Allows use of ranged weapons without penalties.
Dance-Fighting: Allows units to dance-fight when led by a dance-fighting commander.
Breath Weapon: Allows units to use a breath weapon, such as a red dwagon's fire.
Caster: Allows a unit to use magic. Caster type is chosen from this chart.
I'm probably forgetting some.


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