Blue fields represent the standard range of the active unit.
This means that you do not use up any resources to cover the distance marked with blue squares.
The yellow fields represent the extended range of the character where you use up willpower points.
Such a better end is dealing additional damage that decides the battle.
Of course, there are exceptions that you should keep in mind.
For example, you may have a spearman that is better at a longer range.
It is even more forbearing if you have an archer.
On a good position (e.g.
During combat, you will notice that Varls take up as many as four active fields.
This is both upside and downside, which you will quickly learn about.
The downside is that you oughta plan carefully on the route to the enemies.
It is a good idea to do this on a regular basis.
Default deployment is usually faulty in that it exposes archers or deploys them in the first line of fire.
You only have to punch a given character and place him on a blue field.
make a run at deploy giants and heavily-armored/fighter heroes in the first line.
The important thing here is also succession of actions.
During the tutorial, you learn that you take your turns alternatively with the opponent.
Problems arise when there are only two opponents left in the battlefield.
The game automatically assigns moves basing on the “player- computer” rule.
For this reason, it is better to kill the stronger opponents at the beginning of the battle.
Otherwise, such an opponent will make two moves before your hero will be able to react.
After each battle, consider if you liked the movement queue in that battle.
Also, they will not have to make any move to attack a given target.
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