Combat System
Combat in Heroes of Might and Magic take place on hexagonal battlefields. Your army starts on one side of the battlefield, opposite from the opposing army. The battle proceeds in rounds of combat, with unit stacks taking turns moving through the battlefield and attacking enemy units. One round consists of each unit in your army and the enemy's having had a chance to take a turn or use an ability.
Turn Order & Movement Speed
The order in which unit stacks take their turns is determined by their Initiative(
). The higher a creature's Initiative, the sooner they are able to act in battle. Once it is a unit's turn, it can move up to a maximum number of hexes based on it's Movement Speed(
). Units can choose to move to an unoccupied hex on the battlefield, or move to a hex and attack if they are able to, in the case of Melee and Long Reach units.
Attacking
There are 3 different kinds of basic attacks units can use on the battlefield:
- Melee Attacks: This type of attack is only made against units in adjacent hexes, and will invite a counterattack from enemy units in most cases.
- Long Reach Attacks: This attack is made against enemy units one hex away, and will not be retaliated against by enemy units. Note that these kinds of attacks must be made against units one hex away. Creatures with this attack type generally will have an option to also engage enemies in melee if the situation calls for it.
- Ranged Attacks: These attacks may be made against any target on the battlefield except when an enemy unit is adjacent to them, in which case they will only be able to Move or make a Melee attack. If the target is 3+ hexes away, this attack will deal -10% per hex, up to -50% damage.
Damage
This is where a creature's Attack & Defence come into play.
The Attack (atk) increase the damage dealt, by multiplying the damage by 1+Attack/20.
The formula for the damage is : unit count * [random value in the attack interval] * (20 + attacker atk)/(20 + defender def)
The attack of the hero is added to the attack of the creatures under their command.
Waiting & Skipping Turns
Other than Attacking or using Abilities, unit stacks also have two additional options to take when it is their turn.
- Wait: The 'Wait' option will push that unit's action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to get the first hit in.
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