Every tile is a rule
Terrain & movement
Grass is safe, roads are fast and a little dangerous, forests and rocks block you completely, ruins and towns can be garrisoned, and water is a different world.
At a glance
- Tile types
- Grass, roads, forests, water, rocks, ruins, towns
- Blocks movement & shells
- Forests, rocks, ruins, and towns
- Garrisonable
- Only ruins and towns — and only infantry can step in
- Roads
- Fastest driving, but you take about 8% extra damage from shells on them
Terrain rules
Grass is open ground; roads speed you up but expose you to fire. Forests, rocks, ruins, and towns block shots until infantry garrisons them; water is a separate domain for boats and subs.
Two worlds: land and water
Land units — Maus, Berliets, infantry, drones and the reserve trucks — never drive into water. Water units — I-400s and Sea Shadows — never leave it. The game will even nudge a misplaced spawn back onto the right side. Infantry is the one exception that can step into blocking ruins or towns to garrison.
- A Maus stuck behind another Maus will eventually try to yield if it actually gains space — the front doesn't jam forever.
- If you raise a new building, any old move order that would now cross it gets replanned on the spot.
What blocks what
Forests and rocks are hard blocks for land movement and they also stop shells. Ruins and towns are also hard blocks — until infantry garrisons them. Then that one unit gets to shoot out from inside while the tile still blocks everyone else. Shell damage is about 8% higher if you're standing on a road.
| Tile | What it does to you |
|---|---|
| Grass | Normal — the baseline |
| Road | Fast driving, a bit more shell pain |
| Forest | Blocks land movement and shells |
| Rock | Blocks land movement and shells |
| Ruin | Blocks until garrisoned — then it's a bunker for infantry |
| Town | Blocks until garrisoned — then it's a bunker for infantry |
| Water | Only water units can go there |
The island itself
Every size from Micro to Colossal uses the same hand-placed island, just stretched. Water rings the south and the coasts, a couple of rock clusters and treelines define the lanes, and two roads cross the middle. Four seasonal looks rotate in for flavor, but they never change the rules.
How to use it
Use forests and towns as walls for your truck lane — park a Maus just behind the block so only your turret peeks. Leave roads for fast repositioning, but don't brawl on them against shell-heavy lines. Put infantry into a ruin that watches a depot — they get 40% less shell damage and a small range nudge, perfect for anchoring.