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en:rules:movement [2017/03/13 16:21]
Dmitry Gulin
en:rules:movement [2017/03/14 12:50] (current)
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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 {{:​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 =====
  
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 **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. 
-===== 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 точекВ конце боя их можно использовать для добивания+  * Cheap fast units (espAssault 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 направлениепо которому будет наступать противникСтройте свою оборону соответственно+  * Roads are the most obvious directionwhich enemy units will take when attacking youBuild your defense accordingly
-  * Летуны не получают бонуса от дорогПоэтому в зонах с развитой дорожной сетью часто выгоднее использовать джипы.+  * Flyers do not get a bonus from the roadsTherefore, in areas with a developed road network it is often better to use ground units.
  
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