Editing Movement rules
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=== Case 2: Slinger (2mp) using roads on various terrain types === | === Case 2: Slinger (2mp) using roads on various terrain types === | ||
(Starting on any tile) moves to | (Starting on any tile) moves to | ||
# Flat tile with roads - costs 0 | # Flat tile with roads - costs 0,67mp moves to | ||
# Forest tile with roads - costs 0 | # Forest tile with roads - costs 0,67mp moves to | ||
# Hill tile with roads - costs 0 | # Hill tile with roads - costs 0,67mp | ||
Result: The unit used 1 order and spent its 2mp to move 3 tiles (to be more specific, rule 6 is already applied here) | Result: The unit used 1 order and spent its 2mp to move 3 tiles (to be more specific, rule 6 is already applied here) | ||
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(Starting on any tile) moves to | (Starting on any tile) moves to | ||
# Flat tile - costs 1 mp moves to | # Flat tile - costs 1 mp moves to | ||
# Flat tile with roads - costs 0 | # Flat tile with roads - costs 0,67mp moves to | ||
# Hill tile - using the remaining 0 | # Hill tile - using the remaining 0,33mp (even if the hill in general cost 2mp) | ||
Result: The unit used 1 order and spent its 2mp to move 3 tiles. This is because of rule 6 is applied. | Result: The unit used 1 order and spent its 2mp to move 3 tiles. This is because of rule 6 is applied. | ||
=== Case 4: Battering ram having 1mp per order moves on river === | === Case 4: Battering ram having 1mp per order moves on river === | ||
(Starting on any tile) moves to | (Starting on any tile) moves to | ||
# Forest tile with adjacent river - costs 0 | # Forest tile with adjacent river - costs 0,67 mp moves to | ||
# Forest tile - using the remaining 0 | # Forest tile - using the remaining 0,33mp (even though the hill in general cost 2mp) | ||
Result: The unit used 1 order and spent its 1mp to move 2 tiles. This is because of rule 6 is applied. | Result: The unit used 1 order and spent its 1mp to move 2 tiles. This is because of rule 6 is applied. | ||