Path of War Reference :: Terrain
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plains, desert, ice
plains is the basic terrain: no effect on movement or combat
...while desert and ice slow down movement
forest, sideforest
forests and sideforests grant the element of surprise
but make movement slower
lake, jungle, mountain, sidemountain
all these terrain types are impassable to tanks
hills, plateau
hills and plateaux both affect combat
(fighting from higher ground gives the advantage)
but only hills slow down movement
river, bridge
rivers require a crossing manoeuvre,
unless a bridge is present.
Both hinder combat
swamp, sea crossing
swamps and sea crossing tiles block movement
and greatly impair any combat abilities;
better not be ambushed there...
road, railroad
roads (+1 movement step) and railroads (up to 4 movement steps)
are great for fast deployment of army units...
...but the travelling units are more vulnerable to ambushes
fields, airport
fields and airports are good producing tiles;
the open ground means targets are somehow easier to hit there
castle, radar, army base
castles and radar stations are defensive structures and offer protection
...in addition to that, an army base will also facilitate attacks;
unfortunately, none of them yield any production
village, city
villages and cities offer protection to targets,
but they also hinder the attacking manoeuvres of tanks
factory, power plant, mine, oil
these are all terrains with high production yield;
they also make it that much easier to destroy any tank who
happens to come under attack there
nuclear powerplant, army supply
nuclear power plants and army supply bases are alluring and dangerous places: gather all the production you can from them...
...but try not to be caught under fire there!