Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
en:rules:movement [2017/03/13 16:22] Dmitry Gulin |
en:rules:movement [2017/03/14 12:50] (current) Dmitry Gulin |
||
---|---|---|---|
Line 11: | Line 11: | ||
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 ===== | ||
Line 25: | Line 25: | ||
**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. | ||
Line 47: | Line 47: | ||
{{:ru:rules:выделение_хексов_-_враг.jpg?nolink&300x228}} | {{:ru:rules:выделение_хексов_-_враг.jpg?nolink&300x228}} | ||
- | //More information on hex highlighting can be found here: Hex Highlights. // | + | //More information on hex highlighting can be found here: [[:en:rules:highlights|Hex Highlights]]. // |
===== Zones of Control ===== | ===== Zones of Control ===== | ||
Line 64: | Line 65: | ||
**Ignore Zone of Control** - some units can ignore the zone of control of enemy units - and "slip" past them. | **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 attack, or vice versa. But if it has the "Hit & Run" ability, then it can move both before and after the attack. | + | **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 ===== | ===== Tips and Tricks ===== | ||