Difference between revisions of "Movement"

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'''How do I know how far a unit can move? Here are the rules:'''


# '''First''': Keep in mind that the rules apply to movement per one (!) order. All rules are then just repeatable for any additional orders you use to move the unit further.
# '''Rule 1''': Every unit has a "movement range" (the number next to the footstep symbol at the units card). This number tells us how many movement points (mp) the unit can use per order.
# '''Rule 2''': Every unit has a "fatigue limit" (represented by the "dots" in the units card). This tells us, how often a unit can be "ordered" to spend the respective movement points per order until it is fatigued. Additionally, you can spend 100training to "force march" the unit. That means, that the unit can be "ordered" again to spend its movement points but it consumes 2 orders instead of one. This can be done as along as you have orders left.
# '''Rule 3''': Different terrain types cost respective movement points. Flat or neutral coastal/ocean terrain costs 1mp, Hills/Forest/Scrub cost 2mp. Units, no matter their available movement points, always move 9 tiles within coastal/ocean tiles in own territory (including water tiles provided by anchored ships)
# '''Rule 4''': Rivers in own territory change movement costs for  adjacent tiles no matter the underlying terrain type to 0,67mp. Adapting the law "colonies" makes this also valid for rivers on neutral territory.
# '''Rule 5''': Roads on friendly or neutral territory change movement costs to 0,67mp, no matter the underlying terrain type
# '''Rule 6''': For each order, a unit can at least move one tile. If the unit has any mp left after moving one or more tiles, it is allowed to end up on a tile that cost more mp than the unit has remainin
credits: mojo from discord

Revision as of 16:02, 11 January 2022