![]() This has no Action Point cost, but the unit cannot turn if it has no more action points, such as after using an active ability or moving its full distance. You can turn a unit by selecting it and then holding and dragging in the direction you want to turn it. ![]() Turning is an important tool in tactical combat that allows units to turn to face a specific direction, potentially avoiding enemy flanking. On the other hand, some units are so slow that they won’t even have a green overlay. Units that are faster on the strategic map will be faster during combat as well, being able to move further each turn. The amount a unit can move in combat is determined by its move points. The table below shows how many action points a unit will have left when it moves to each of these color overlays. ![]() On your turn, when selecting a unit during tactical combat, you can see how far it can move by the gradient color overlay. If a player feels like they can no longer win the battle, they can choose to surrender, or the attacking player can try to flee. A draw will be declared after 30 turns, or if no damage is dealt for 6 turns. Tactical combat is won by defeating all the opposing units. The defending army always has the starting turn. Apart from the first turn, one tactical operation can be fired each turn. Every unit has a limited amount of action points which they can spend on actions each turn. Each type of map has its own layout of obstacles which makes the direction from which the armies enter combat particularly important.ĭuring combat, the Event Notifier can be used to show which units still have actions to use. Terrain, clime and hex contents, like a location, all influence the tactical map that will be used. ![]() ![]() The environment, or tactical map, that the combat will take place in depends on the hex the combat was initiated on. When initiating combat on the strategic map, the armies engage in tactical combat with each other. ![]()
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