Water Movement is an intermediate mode by which units move in combat.
The game's naval vessels (the ones that don't fly, anyway) are Sailing; they are permanently bound to sea squares as soon as they leave port, and may enter combat with enemies on open water. Other units which have Swimming, a Movement Type available through various sources, are able to wage battle on land or sea. Both types of units use Water Movement in sea battles. The other baseline rules are:
- Units with Ground Movement cannot move in the sea battlescape.
- Units with Air Movement get to retain it no matter where they fight.
In spite of its association with combat, the wavy Water Movement icon can be useful for referencing a unit's base Movement Allowance, meanwhile emphasizing that the unit is seaworthy.
Combat Terrain Edit
The sea battlescape consists entirely of uniform water tiles.
|Terrain Square||Name||Cost to Enter||Description|
|Ocean||1||1.5||Uniform tileset for Shore and Ocean combat.|
Effects Overview Edit
The table below outlines the interactions Unit Abilities and spell effects have with Water Movement in combat.
|Fire Breath||Permits a unit on the surface to initiate melee attacks on a Flyer.|
|Merging|| Grants de facto Water Movement.|
Unit may teleport to almost any tile at a cost of /1.
|Pathfinding||None — No combat terrain discounts.|
|Non-Corporeal||Unit has Water Movement and immunity to snares. No combat terrain discounts.|
|Plane Shift||None — Sorry, you cannot wink in and out of combat.|
|Web Spell||Traps a target, forces a Flyer into Water Movement if it has this. Otherwise the victim defaults to Ground Movement whereby it is effectively immobilized (Combat Instant snare).|
|Wind Walking||Does not grant Water or Air Movement. Walkers accompanying the wind walker will enter combat, but immobile.|
|N/A||Transport||The Transport will enter combat. Walkers in transport will not (vice-versa for Floating Islands).|
|Dispel Magic||May remove relevant movement buffs imparted by spells, but not innate abilities or Item Powers.|
|Dispel Magic True|
|Floating Island||Does not grant Water or Air Movement. Walkers accompanying the unit will enter combat, but immobile.|
|Call Chaos||Potentially grants Air Movement (~4% per target).|
|Chaos Channels||Potentially grants Air Movement (~33%).|
|Entangle||−1 ... Requires corporeal foes in Ground or Water Movement (Combat Enchantment snare).|
|Flight||Grants Air Movement to the target.|
|Web||Traps a target, forces a Flyer into Water Movement if it has this. Otherwise the victim defaults to Ground Movement whereby it is effectively immobilized (Combat Instant snare).|
|Water Walking||Grants Water Movement to the target.|
|Wind Mastery||Ships friendly to the caster get +50% Move Points, and −50% for each enemy instance of the spell.|
|Wraith Form||Grants Water Movement and immunity to snares. No combat terrain discounts.|
Transports in Combat Edit
- Main article: Transport
Naval vessels have a tendency to complicate the rules, both in their technical (but violable) restriction to Ocean and Shore tiles and their role as Transports. To summarize their effects in tandem with the information in the chart above:
Any transported units that do not have Flight, Sailing, or Water Movement cannot take part in ocean battle. If, after suffering battle losses, the total Transport Capacity of the stack is insufficient to carry the Ground units in the stack, any excess units will Drown. The Floating Island spell creates an exception to this behavior: the island itself does not appear in combat at all, while the Walking units it carries appear but cannot move (but may still attack, if they have ranged attacks or a unit moves adjacent to them).
While Flying and Swimming units may default to Ground Movement as circumstances dictate, ships cannot. In rare cases sailing units may be attacked on land, such as in the port where they were constructed, or when they were flying overland but had their enchantment dismissed. In port, they will simply not appear for the battle. Overland, they will appear in battle, but immobilized (like walkers trapped in water, they can still hurl their Rocks and attack adjacent foes). They may appear in any combat, and mobile to boot, if they obtain the ability to Fly (the lynchpin of the Flying Invisible Warships strategy).
Any Wind Walking unit is effectively a Transport as well. The wind-walker and all its allies will enter open water combat, but only the / ones will be able to move. The most prominent recurring victim of this mechanic is Jaer the Wind Mage, who cannot move in water combat since beneath his Wind Walking ability, he is just a Walker.
This Movement Type guarantees Water Movement in combat, and is made generally available to units through one Common Nature spell, a Rare Death spell, and their related Item Powers for heroes' equipment:
A total of 7 normal units (all Lizardmen) and 1 fantastic unit are natural Swimmers:
Additionally, 4 more fantastic units obtain Water Movement solely through their Non-Corporeal ability:
Unsurprisingly, the innate Movement Type of most ship designs. There are exactly 3 Sailing vessels in the game:
The Floating Island also has Sailing movement on the overland map, but cannot appear in combat.
Merging / Teleporting Units Edit
Two Walking units gain the ability to move around in sea combat on account of these abilities:
The only other teleporting unit, the Djinn, is a Flying unit already.