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Showing results for tags 'terrain'.
I wanted to start a thread for those of us trying to understand the new game mechanics. To get the ball rolling, I am wondering how we take cover behind stone walls or other embattlements. I have seen the AI do it, and my men have sometimes started in that position, but I have no idea how to order them to do so. Does anyone have any suggestions or other new mechanics they are struggling with.
Hi there, One thing I've noticed as I've been sailing around the Bahamas and the Florida Keys are the towering pinnacle rocks and ridges soaring high above the waves... while that sort of terrain exists elsewhere in the Caribbean (the Windward and Leeward islands come to mind), the Florida Keys and Bahamas don't have any mountains or particularly much rock whatsoever. The Bahamas and the Keys are quite low: the highest point of New Providence Island is little more than 100 feet, while none of the Florida Keys breaks 20 feet. As an example, Key West's maximum elevation is 18 feet a
When playing this great game, one of the space of improvement I have experienced is the terrain. Currently, I recognised only one effect terrain has - the amount of "cover" (defense bonus) and I find little annoying is, that the roughness of terrain has no impact on formation. It does not matter if it is clear, woods or town, the lines or columns are still the same, moving in the same speed, retaining the same cohesion and combat effect. So, the suggestion: rough terrain would change the formation of the unit to "disrupted" immediately after entering it (it will look like a unit after mel