Click Here!


PC GAMES
  News
  Reviews
  Previews
  Movies/Media
  Downloads
  Hints/Codes
  GameGuides.com
  Special Features
  Beta Center
  Release Calendar
  Forums
  Top Games

PC GENRES
  Action
  Adventure
  Driving
  Puzzle
  Role-Playing
  Simulation
  Sports
  Strategy


SWITCH TO:
  VIDEO GAMES
  GAMESPOT LIVE
  GAMEBUYER
  HARDWARE


SUBSCRIBE TO:
  PC Newsletter
  HW Newsletter


ELITE SERVICES
  Join GameSpot

SEE ALSO
  GameFAQs
  Gamespy Arcade
  Netflix

INFORMATION
  Help
  Contact Us
  International

Combat

 
Combat
  Chapter Introduction
Heroes' Influence
Speed Factor
Wait or Guard?
Terrain
Morale
Luck
Sieges
   
Combat

Terrain Considerations

Just as terrain affects your movement on the strategic map, so too does it affect your units on the tactical map. Different terrain types have varying effects on tactical combat. Basically, creatures fighting on their native terrain gain a +1 bonus to speed. Golems and gargoyles fighting on snow terrain, for example, move one hex faster. (For a list of each town type's native terrain, read your Heroes III manual)

Another type of terrain that affects combat is obstacles such as lakes, stalactites, and rocks. These will impede the movement of your ground troops, although the terrain doesn't affect fliers and devils when moving. Obviously, obstacles can be used to tactical advantage.

There are two other types of terrain that affect combat, in a much more drastic fashion than just extra movement. These two terrain types affect your spell casting.

Cursed Ground
The skull-laden, bleak landscape of cursed ground is so bereft of life that it can't even support the casting of magic. During combat on cursed ground, no spells may be cast. Keep this in mind. If you are poor in magic but your opponent is not, lure him to battle on cursed ground. Also remember this when assaulting towns built on cursed ground. Such towns also dampen all spellcasting. Just remember that when battling on cursed ground, no magic can be cast, and your fight will be determined by raw physical strength. On the strategic map, no spells can be cast either. Thus you need to leave the cursed ground before casting such spells as vision and town portal.

Magic Plains
Magic plains have the opposite affect on spellcasting. All spells cast on magic plains are cast at the expert level, even if you don't have the spell skill for that school of magic. A fireball cast in the magic plains would do the maximum range of damage, while a haste cast in the magic plains would speed up all your units. Your power and knowledge are still used to determine how many spell points and how much damage is done, but the modifiers, range, and area of effect can be increased by the magic plains' spell-boosting properties.

Next, morale and luck
 
 

 
 
GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.


GameSpot Back to Introduction GameGuides.com