Terrain

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Terrain, or tiles, are the squares which make up the battlefield in Wargroove matches. Each unit, building, and decoration takes up a tile space. Units and buildings can't occupy a single tile at the same time.

Right-clicking a tile will display the 'Tile Info' window. This gives details about what units can travel on the terrain type, the movement cost to each eligible movement type, and the defensive bonus given to tile occupants when in combat.

Shown below are terrain types as they appear in the Grass Biome.

Each point of defense reduces received damage by 10%. For combat purposes Air Units count as always occupying a special "Sky" terrain, which gives 0 defense. For Defence above 0, the effect scales with current health, e.g. a 50% health unit in a Forest receives 15% damage reduction. This does not apply to negative effects like on River.

Terrain Types[edit]

See also: Movement

Wargroove 1[edit]

Icon Name Defense Description Movement Cost
Road 0 Sunbaked stone roads help speed along big wooden wheels but offer little protection 1 1 1 1 1 -- 2
Bridge 0 Bridges allow wheeled vehicles to travel quickly over otherwise impassable waters. 1 1 1 1 1 2 2
Plains 1 Whilst accessible to all units, plains provide little defense 1 1 2 1 1 -- 2
Forest 3 Forests may be slow going but provide good defense and a means of avoiding vehicles. 2 3 -- 1 1 -- 4
Mountain 4 Accessible only to walking units. A slow but defensive terrain. 3 -- -- 1 1 -- --
Beach -1 Boats can move onto beach tiles to load units. 1 1 -- 1 1 2 2
Sea 1 Deep water accessible only to air and naval units -- -- -- 1 1 2 1
Deep Sea 0 Deep water that allows naval units to move quickly and without hindrance. -- -- -- 1 1 1 1
River -2 Only accessible to those on foot. Units attacked in a river are at a distinct disadvantage. 2 4 -- 1 1 -- 1
Reef 2 Rocks that lie beneath the sea, slowing but also protecting naval units. -- -- -- 1 1 4 2
Wall 0 While projectiles can travel over walls, units are unable to. -- -- -- -- -- -- --
Flagstone 2 Accessible to those on foot or horseback, but no one else. 1 1 -- -- 1 -- 2
Carpet 2 A decorative tile that's functionally the same as a flagstone. 1 1 -- -- 1 -- 2

Wargroove 2[edit]

Icon Name Defense Description Movement Cost
Low Flight Shallow Water
Road 0 Stone roads speed along big wooden wheels, but offer little protection. 1 1 1 1 1 1 -- -- 2
Bridge 0 Bridges allow wheeled vehicles to travel quickly over otherwise impassable waters. 1 1 1 1 1 1 1 2 2
Plains 1 Whilst accessible to all units, plains provide little defense 1 1 2 1 1 1 -- -- 2
Forest 3 Forests make for slow going, but provide good defence and a potential means of avoiding vehicles. 2 3 -- 1 1 1 -- -- 4
Mountain 4 Accessible only to footsoldiers, Dogs, and air units. A good defensive terrain, but one that slows unit movement. 3 -- -- 1 1 1 -- -- --
Beach -1 Accessible to naval units, Dogs, Amphibians, and footsoldiers. Those attacked on the beach are at a disadvantage. 1 1 -- 1 1 1 1 3 2
Sea 1 Open water. Accessible only to air and naval units. -- -- -- 1 1 1 1 2 1
Deep Sea 0 Deep water that allows naval units to move quickly and without hindrance. -- -- -- 1 1 1 2 1 1
River -2 Only accessible to those on foot. Units attacked in a river are at a distinct disadvantage. 2 4 -- 1 1 1 1 -- 1
Reef 2 Rocks that lie beneath the sea, slowing but also protecting naval units. -- -- -- 1 1 1 4 3 2
Wall 0 While projectiles can travel over walls, units are unable to. -- -- -- -- -- -- -- -- --
Flagstone 2 Accessible to those on foot or horseback, but no one else. 1 1 -- 1 -- 1 -- -- 2
Carpet 2 A decorative tile that's functionally the same as a flagstone. 1 1 -- 1 -- 1 -- -- 2
Abyss -1 A deep rift in the ground, accessible only to Air units. -- -- -- 1 1 1 -- -- --
Abyss Bridge 0 A bridge allowing passage over collapsed earth and for gazing down against better judgement. 1 1 1 1 1 1 -- -- 2
Cut Forest 1 The remains of harvested woodland. The stumps slow travel and offer no shelter. 1 2 3 1 1 1 -- -- 2