Positions

You never move a unit yourself, so position is decided by where you build. Three things change a fight: attacking from both sides, the ground under the target, and the structures standing nearby.

The pincer

When a unit attacks an enemy unit that already has one of your units on its opposite side — north and south, or east and west — the hit deals +2 damage. It works only against units, never against structures, and only from an adjacent tile.

Terrain

The ground under the target cuts the damage it takes: −1 in a forest. Terrain also decides who can pass — the table shows which kinds of unit each tile stops, and air units fly over all of it.

TerrainDefenseBlocks
Forest −1 Ground / Underground
Plain — —

The camp

Some structures fight without moving. A Hoplites gives the troops close to it extra attack, a Long Walls shields whatever stands next to it, towers and cannons fire on their own, and a minefield blows up under the first enemy beside it. The table lists every structure that does this.

StructuresEffect
Cannon Foundry
  • +2 attack to your units within 1 tile
Cretan Archers
  • +1 attack to your units within 1 tile
Great Wall
  • Deals 4 damage to Ground/Armored/Underground that step adjacent — destroyed after one use
Greek Fire
  • Automatically attacks Ground/Armored/Naval within range 2 for 5 damage
  • +2 attack to your units within 1 tile
Hoplites
  • +1 attack to your units within 1 tile
Long Walls
  • +2 defense to your units and structures within 1 tile
Theodosian Walls
  • Automatically attacks Air within range 3 for 4 damage
Tumen
  • +1 attack to your units within 1 tile

Your units also recover: a wounded unit next to one of your structures heals 1 HP at the start of every turn.