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Langrisser
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===Battle system=== At the outset of battle, military commanders are positioned on the game's map and [[Military organization#Commands, formations, and units|units]] are hired. Combat always follows a system of [[Turn-based strategy|turns]]. In the first two games, any unit can be moved at any time during the player's turn, but each unit can only be moved once. In the last two games, a clock was introduced and units were moved in turn according to agility. A unit's commander class dictates the radius of its command range. Units battling within this command range receive a bonus to their attack and defense due to proximity to the commander. Commanders can recover life using a specific command depending on the game. In the first game the Treat Command will recover 3 [[health (gaming)|health points]]. In later versions of the game the Treat Command is replaced by the Heal command which recovers 3 [[health (gaming)|health points]] (HP) and 2 [[magic point]]s. A commander's troops recover by being positioned directly around the commander. Each will recover 3 HP at the start of a turn. Units work on an affinity system. Fliers are strong to soldiers but weak to bowmen. Soldiers are strong to pikemen but weak to cavalry. Cavalry are strong to soldiers and weak to pikemen. Holy units are strong against demon units. Seafaring units get a tactical advantage when attacking from water. The [[game engine]] used in ''[[Langrisser III]]'' is a considerable departure from the rest of the series, relying on mass battles between a commander's entire platoon against his enemy's.
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