====== Movement ====== ===== Units and Types of Movement ===== Some units move on ground while others hover over it. {{:ru:rules:screenshot_12.jpg?nolink&}} The ground units cannot move over mountains and water. They are also slowed by difficult terrain. Flying units move freely over any obstacles. Moving a unit costs a player 1 [[:en:rules:action_points|Action Point (AP)]] (the cost does not depend on movement range - only on the fact of movement). ===== Move Points ===== A unit can move for a number of hexes based on their Movement parameter (Move Points - MP). {{:ru:rules:screenshot_13.jpg?nolink&}} ===== Landscape Types ===== **Open**. As the name suggests, it's just a more or less plain terrain. It does not interfere with movement or shooting. **Roads**. The best way to move ground units is on the roads. Movement cost is reduced to 1/2 MP per hex. So a unit can pass twice as far when riding on road. **Mountains** and **chasms**. Impassable for ground units. The mountains also block the [[:en:rules:line_of_sight|line of sight]]. **Woods**. Woods slow down the ground units. Movement cost is 2 MP per hex of wood. That is, in the forest a unit will cover only a half of the distance per turn. Woods, as well as mountains, block the line of sight. **Settlements**. Settlements do not slow the movement of units and do not block line of sight. {{:ru:rules:screenshot_14.jpg?nolink&}} **Bases** and **dropships** are massive structures, they are impassable for units. They can be attacked by enemy units. {{:ru:rules:screenshot_15.jpg?nolink&}} ===== Hex Highlights ===== The most reliable way to know where you can move, and where not - is to select a unit. When you do, the green marks highlight hexes, where the unit can go. {{:ru:rules:выделение_хексов_4.jpg?nolink&300x201}} The same trick works on enemy units too. This allows predicting enemy actions. {{:ru:rules:выделение_хексов_-_враг.jpg?nolink&300x228}} //More information on hex highlighting can be found here: [[:en:rules:highlights|Hex Highlights]]. // ===== Zones of Control ===== Enemy units affect the movement. First, you cannot pass through an enemy unit. Second, there is the concept of the Control Zone - you cannot move past the enemy. That is, the step that led to contact with the enemy, "eats" all the movement points of the unit. ===== Special Rules ===== **Atmosphereless planets**. There is no atmosphere on Elonia (the Scifea's satellite) and most of the flying units are useless (they cannot even be deployed). An exception is units that use anti-gravity for flight, for example, Hacker Augment. **Forest Move** - some units easily move through the forest, and do not slow down. **Ignore Zone of Control** - some units can ignore the zone of control of enemy units - and "slip" past them. **Hit & Run** - usually a unit can either move first, and then [[:en:rules:attack|attack]], or vice versa. But if it has the "Hit & Run" ability, then it can move both before and after the attack. ===== Tips and Tricks ===== * Use flyers to get to hard-to-reach points. * Cheap fast units (esp. Assault Vehicles) are very useful at the beginning of the battle, when you need to get ahead of the enemy when capturing points. * Roads are the most obvious direction, which enemy units will take when attacking you. Build your defense accordingly. * Flyers do not get a bonus from the roads. Therefore, in areas with a developed road network it is often better to use ground units.