Rules

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The information on this page is copied from the in-game Codex, "Rules" tab.

Win Conditions[edit]

  • A Wargroove battle is won when all other opposing players on the field are eliminated.
  • A player is eliminated when their Stronghold is destroyed or their Commander is defeated.
  • Campaign missions and customs scenarios may have different win conditions. Check the Overview screen to view conditions for the current battle.

Movement[edit]

Moving a Unit

  • Units can move each turn before performing actions.
  • The distance a unit is able to move is defined by its movement type and the type of terrain the unit wishes to cover.
  • Movement is also affected by weather conditions.
  • A unit's movement type can be found in the unit description, whilst the expenditure of movement for entering a particular terrain tile can be found in the terrain description.
  • Air units are able to move over all types of traversable terrain at no additional cost.

Attack[edit]

Attacking a Unit

  • Offensive units have access to the 'Attack' action when in range of a hostile unit or structure they are capable of attacking.
  • The amount of damage inflicted takes into account the attacker's current health, the attacking unit's effectiveness vs the defending unit and any damage modifiers that may be in effect including:
    • Weather
    • Terrain Defence
    • Critical Hits
  • When reduced to zero health, a unit is defeated, and will be removed from the battlefield.

Counter-Attack[edit]

Counter-Attacking

  • If the defending unit is not defeated in an attack, it may counter-attack when:
    • The defender is able to hit the attacking unit type.
    • The attacker is within the defender's attack range.
    • The defender is not a Trebuchet or Ballista.

Terrain Defence[edit]

Terrain Defence Bonus

  • When attacked, a unit's defence is defined by the terrain it is currently occupying.
  • Defence is indicated by shield icons in the terrain description.
  • Each shield indicates a damage reduction of 10%, up to a maximum of 40%.
  • Some terrain types increase a unit's vulnerability - this is indicated with skull icons.
  • Each skull indicates that the unit will take an additional 10% damage, up to a maximum of 40%.

Capturing[edit]

Capturing a Structure

  • Neutral structures can be captured by any unit with the 'capture' attribute.
  • A captured structure begins with half the health of the unit that captured it.
  • Occupied structures must be defeated and returned to neutral before they can be captured.
  • Occupied structures will counter-attack when possible.
  • Structure health regenerates at a rate of 10% per turn.
  • Structures have a range of functions. Refer to the structure description for more information.
  • Capturing originally worked like in Advance Wars, buy moving a unit over the property. This was shown in the first gemplay trailer. This was later changed to how it works now.

Income[edit]

  • Villages and Strongholds provide an income of 100 gold per turn.
  • Starting funds are set on a map-by-map basis.

Recruit[edit]

Recruiting a New Unit

  • Players can recruit units by spending gold at a recruitment structure.
  • Each structure can only be used to recruit a unit once per turn.
  • Each unit has a different cost.
  • Ground units are recruited with the Barracks structure.
  • Air units are recruited with the Tower structure.
  • Naval units are recruited with the Port structure.
  • Some battles may limit the variety of recruitable units.

Reinforce[edit]

Reinforcing a Unit

  • When a unit is moved next to a structure, it may be reinforced to regain health.
  • The structure loses health equal to the amount of health the unit gains.
  • The cost of reinforcement is based on the value of the unit and how much health is regained.
  • A unit may reinforce from multiple adjacent structures at the same time.

Critical Hits[edit]

  • All attacking units are capable of performing critical hits if certain criteria are met.
  • Each unit has a unique critical hit criteria. Refer to the unit description for more information.
  • Critical hits range from 1.35x to 2.5x damage.

Transport[edit]

Transporting Units

  • Wagons, Balloons and Barges are able to transport units.
  • Moving a unit to a space adjacent to a transport unit allows the unit to be loaded into the transport.
  • A transport unit's turn will not end when it is loaded.
  • Unloading a unit ends the unit's turn. A transport unit may move and drop a unit in the same turn.
  • Only footsoldiers and Dogs can be loaded into a Wagon.
  • Any ground unit can be loaded into a Balloon or Barge.
  • If a transport unit is destroyed, any units being carried are automatically lost.

Commanders[edit]

Commander Units

  • Commanders are exceptionally strong units.
  • If a player's Commander is a defeated, the battle is lost.
  • When attacking, defending or defeating foes, a Commander unit's 'Groove' will build.
  • A small amount of Groove is also built passively each turn.
  • A commander's 'Groove Meter' displays how much their Groove is charged.
  • When the Groove Meter reaches 100%, the Commander can unleash a powerful special ability.
  • Different Commanders build up Groove at different rates.
  • Refer to Commander descriptions for detailed information on each Groove.

Stronghold[edit]

  • Strongholds take half damage from all units.
  • If a player's Stronghold is destroyed the player loses the battle.

Fog of War[edit]

  • Fog of war restricts unit visibility by covering the map in fog tiles.
  • Any enemy unit inside a fog tile is invisible to the player.
  • Each unit has a sight range. This indicates how many fog tiles are removed around the unit's position.
  • Sight is blocked by mountains, walls and forests.
  • Forest and reef tiles are hidden in fog.
  • A unit can uncover a forest or reef by being placed in an adjacent tile.
  • Air unit sight is not blocked by terrain but does not uncover hidden tiles unless the unit is adjacent to it.
  • Ground units on mountains gain a sight range increase.
  • Dog and turtle sight range is not restricted by terrain type.
  • Structures are not hidden by fog of war.
  • When moving a unit into a fog-covered tile, if the unit moves through a hidden opposing unit, an Ambush occurs. An Ambush affects play in the following ways:
    • Ambushed units stop moving, and their turns end immediately.
    • If a naval unit is Ambushed whilst under a bridge, it is immediately defeated.
    • If a unit is Ambushed whilst on the same tile as a neutral unit or structure, it is instantly destroyed.
    • If a unit is Ambushed whilst on the same tile as a enemy unit or structure, it is moved back to the first valid tile in it's movement path.

Weather[edit]

Weather Effects

  • Weather effects include:
    • Neutral
    • Favorable Winds
    • Severe Weather (Rainstorm,Snowstorm,Sandstorm,Ash fall)
  • Neutral weather has no effect on play.
  • Favorable winds modify play in the following ways:
    • Ground unit range increases by 1.
    • Air unit damage taken gains a x1.2 multiplier.
    • Naval unit movement increases by 2.
  • Severe weather (storm/snow/sandstorm) modifies play in the following ways:
    • Ground unit range decreases by 1 (Rifles are unaffected by this).
    • Air unit damage taken reduced by a x0.8 multiplier.
    • Naval unit movement is decreased by 2.