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en:rules:movement [2017/03/13 16:19] Dmitry Gulin |
en:rules:movement [2017/03/14 12:49] Dmitry Gulin |
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- | FIXME **This page is not fully translated, yet. Please help completing the translation.** \\ | ||
- | //(remove this paragraph once the translation is finished)// | ||
====== Movement ====== | ====== Movement ====== | ||
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Flying units move freely over any obstacles. | Flying units move freely over any obstacles. | ||
- | Moving a unit costs a player 1 Action Point (the cost does not depend on movement range - only on the fact of movement). | + | 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 ===== | ===== Move Points ===== | ||
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**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. | **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 line of sight. | + | **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. | **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. | ||
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//More information on hex highlighting can be found here: Hex Highlights. // | //More information on hex highlighting can be found here: Hex Highlights. // | ||
- | ===== Зоны контроля ===== | + | ===== Zones of Control ===== |
- | Юниты врага влияют на движение. | + | Enemy units affect the movement. |
- | Во-первых, сквозь юнит врага проходить нельзя. | + | First, you cannot pass through an enemy unit. |
- | Во-вторых, есть понятие Зоны контроля – нельзя ходить мимо врага. То есть шаг, приведший к контакту с врагом, “съедает” все очки движения юнита. | + | 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. |
- | ===== Особые правила ===== | + | ===== Special Rules ===== |
- | **Безатмосферные планеты.** На Илонии (спутник Цифеи) нет атмосферы и большинство летающих юнитов бесполезны (их даже нельзя выставить на карту). Исключение - юниты, использующие для полета антигравитацию - например, Хакер Аугментов. | + | **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. |
- | **Движение сквозь лес (Forest Move)** - некоторые юниты легко движутся сквозь лес, и не замедляются при этом. | + | **Forest Move** - some units easily move through the forest, and do not slow down. |
- | **Игнорировать зону контроля (Ignore Zone of Control)** - некоторые юниты могут игнорировать зону контроля юнитов противника - и ”проскальзывать” мимо них. | + | **Ignore Zone of Control** - some units can ignore the zone of control of enemy units - and "slip" past them. |
- | **Удар - отскок (Hit & Run)** - обычно юнит может либо вначале двигаться, а потом [[:ru:rules:attack|атаковать]], либо наоборот. Но если у него есть способность “Удар - отскок”, то он может двигаться и до и после атаки. | + | **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. |
- | ===== Советы по Тактике ===== | + | ===== Tips and Tricks ===== |
- | * Используй летунов, чтобы добраться до труднодоступных точек. | + | * Use flyers to get to hard-to-reach points. |
- | * Дешевые быстрые юниты очень полезны в начале боя, когда надо опередить противника при захвате точек. В конце боя их можно использовать для добивания. | + | * 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. |
- | * Дороги - это наиболее очевидное направление, по которому будет наступать противник. Стройте свою оборону соответственно. | + | * Roads are the most obvious direction, which enemy units will take when attacking you. Build your defense accordingly. |
- | * Летуны не получают бонуса от дорог. Поэтому в зонах с развитой дорожной сетью часто выгоднее использовать джипы. | + | * 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. |