Combat & Front Lines
Combat resolves automatically when hostile units come into range. Understanding what triggers a fight, who can hit whom, and how rounds resolve is the difference between holding a front line and feeding it.
05.01
How a Fight Starts
Ordered attacks, proximity engagement, radar locks.
05.02
Engagement Ranges
Out of range, one-way, and two-way engagements.
05.03
Rounds & Timing
Round-based on the ground; one pass in the air.
05.04
Freezing & Mobility
Who's locked in place mid-fight — and who isn't.
05.05
Hit Resolution
Accuracy, crits, fire order, and support cover.
05.06
Special Unit Behaviors
Snipers, naval, indirect fire, passengers.
05.07
When a Unit Dies
Immediate removal and stack recalculation.
05.08
How a Fight Ends
Wipe-out, or a hundred-round draw.
05.09
Province Capture
The actual front line — standing there is the order.
05.10
Combat Readiness
Per-weapon reload timers, not a universal cooldown.
05.11
Doctrine
Loadouts and fire behavior — no stat buffs.
05.12
Terrain
Real terrain numbers, currently dormant.
