Shooting

Although there is no limit to the number of fire orders you can issue, there is only a limited amount of time for a unit to fire. Experiment by using the ‘Test Orders’ function. Some units are more accurate than others, and the actual results of fire orders can be different to what you see in ‘Test Orders’.

Sometimes friendly units can obscure a target. You can hold down the <Ctrl> while right-clicking in order to force a fire order.

2.12 Version Shooting Changes

Walls. Some walls are now only 1 tile high which allow grenadiers to fire over them. These are the military wall with crenallations and the ordinary wall with barbed wire. If you select a target beyond the wall it will try a higher trajectory to get over the wall. Other ordinary walls are much higher and grenades will just bounce off of these like they do in previous versions.

Explosive terrain. Some terrain elements are now explosive such as gas cannisters. Destroying these will causes an explosion which can set off a chain reaction if there are other explosive terrain elements nearby.

Windows. Some new tiles are see through but don't allow line of fire. You can see enemies through this but can't fire through. Halt on sighting will not be triggered as this is more accurately described as halt on line of fire. Some window tiles can be destroyed and the destroyed version will allow line of fire.

Force Fields. These allow line of sight but not line of fire. Lasers will bounce off the force fields, but grenades, goo and missiles will explode on impact. Force fields will be turned off if a power supply is destroyed or if the force field console connected is switched off (done in the same way as door controls). For a force field to be active two relay posts must be powered and orthogonal to each other. Each relay post must be connected to an active powercell via tubes.