21. Terrains

Terrains

Generals of Kaladan: Age of Crowns – Terrain capacity, combat bonuses, and strategic positioning

Each tile in Generals of Kaladan: Age of Crowns has a terrain type that affects:

  • Maximum unit capacity
  • Castle capacity
  • Attack or defense bonuses when battles begin on or from that terrain

There are three terrain types:

  • Field
  • Forest
  • Mountain

Every battle is influenced by the positioning of units on these terrains. Use this section as a reference to understand each tile's capacity and battlefield impact.

1. Field

Field Terrain

Capacity

  • Base Capacity: 4 units
  • Capacity with Castle: 5 units

Combat Bonuses

  • No attack bonus
  • No defense bonus

Role

  • Open ground
  • Ideal for massed armies and large invasions
  • Best terrain for armies relying on volume rather than bonuses
  • Strategically flexible, but offers no inherent combat advantage

2. Mountain

Mountain Terrain

Capacity

  • Base Capacity: 3 units
  • Capacity with Castle: 4 units

Combat Bonuses

When being attacked on a Mountain tile, defenders roll a D10

  • This bonus applies only to defenders
  • It provides stronger defensive presence on high ground

Role

  • Defensive stronghold
  • Best terrain for holding positions, especially with Shields or Ardan
  • Excellent for Crown protection or choke-point control
  • Harder to invade due to reduced attacker capacity (max 3 units unless Castle)

3. Forest

Forest Terrain

Capacity

  • Base Capacity: 3 units
  • Capacity with Castle: 4 units

Combat Bonuses

When attacking from a Forest tile, attackers roll a D10

  • Bonus applies to attack rolls only
  • Encourages using Forest tiles as staging grounds

Role

Offensive staging ground

Strong ambush potential

Works exceptionally well with:

  • Archers
  • Zhoji (Special Unit with D12 when rolling from Forest)
  • Aggressive formations preparing for a strong first strike

4. Summary Table

TerrainBase CapacityCapacity w/ CastleAttack BonusDefense BonusNotes
Field45NoneNoneLargest tile; flexible, no bonuses
Mountain34NoneDefenders roll D10Strong defensive tile
Forest34Attackers roll D10NoneBest for aggressive strikes

5. Strategic Notes

  • Mountains are best for holding, slowing, and absorbing attacks.
  • Forests are ideal launching points for powerful offensive maneuvers.
  • Fields maximize capacity, which matters in large battles where tile limits dictate invasion strength.

When combined with Special Units, terrains can dramatically shift outcome probabilities:

  • Zhoji improves dramatically from Forest
  • Nanchi excels in Mountains
  • Kimba dominates in Fields
  • Ardan and Lauriel fit anywhere but prefer specialized positions

Understanding terrain is essential for predicting battle outcomes, staging invasions, and optimizing the placement of Crowns, Castles, and elite units.