| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Military movement

Page history last edited by jagular 8 years, 7 months ago

Land movement

Each land-unit has a certain number of movement points, which represents the movement capability of the unit. When entering an area the movement cost for that area will be taken from the unit’s movement points. This will continue until the unit no longer has enough movement points to advance any more in the current turn.

 

There are 5 area-types: plain, forest, desert, hills, and mountains.

Plains and desert areas have a movement cost of 4.

Wood, swamp and hills areas have a movement cost of 6.

Mountain areas have a movement cost of 8, but are only accessible by infantry. Mountains are impassable for planes.

If an army has a mixture of units, its moving range is determined by the unit with the least movement points.

 

If a road is present in an area the movement-costs for this area are lowered by 1. 

 

Sea movement

Army units can move by sea. Units moving by sea do not require special troop ships; they count against your merchant capacity for that turn. Once you have ordered your army units to move by sea, the amount of transport ships will automatically be assigned for them

Embarking in transport ships can only be done in an area with a port. Sea zones have a movement cost of 1. embarked armies have a Movement range of 6. Disembarking an army does cost 1 MP'

If an army unit disembarks in a port or performs an amphibious landing it cannot move to any other area in the same turn. While at sea an army unit will lose all of its attack and defense values and will act as a regular transport ship, which means that it’s more or less defenseless and should be protected by warships.

 

Rail movement

All army units can be moved by rail. Movement points for units moving by rail are 1 per area, regardless of the area. For each unit you move by rail a cargo train will be used.

Each army unit has 10 rail move­ment points. Embarking can only be done in areas which have a rail station and at the end of the turn the units will automatically disembark. Take into account that if you want to move your units by rail the next turn again you must end your movements this turn in an area with a rail station.

 

How to order Unit movement

Movements of Armies have to be ordered in the Army-tab, while naval units have to be moved in the Navy-tab.

On these tabs you will see each of your HQs and below them the area they are in at the start of the turn and how many movement points they have.

 

Army movement

To order your Army to move, select the first movement cell and choose from the hexes listed. If the unit has movement points left, the second movement cell will list hexes adjacent to the first hex. Continue in this way for as long as you wish until the unit does not have enough movement points remaining to reach another hex. The cells will turn red if you have moved too far; correct this by deleting your last movement order until you are back under your limit. The sheet will automatically calculate how much each area costs by terrain-type and if a road is present.

 

Sea transport

If your starting area contains a port the option will be available to embark your army. To do this, select YES from the "Embark at Transportship" cell (row 79). If the cell immediately below this turns red, the hex does not have a working port and sea transport is not allowed.

 Remember that for each unit you must have 1 merchant available, which cannot be used for trade.

 

Rail transport

Rail transport works the same as sea transport. Only units who start the turn in an area with a rail station can embark on rail cargo.

Units using rail transport can move 10 areas per turn regardless of the terrain type and, if attacked, will disembark and engage the enemy. Units using rail transport will disembark automatically at the end of a turn so you have to end your movements in an area with a rail station if you want to continue the journey the next turn.

Remember that for each unit you must have 1 cargo train available, which cannot be used for trade.

 

Amphibious movement

Army units can move by sea. There’s no need to build special transportships for this. If you order a unit to embark, one of your merchants will be temporarely transformed into a transportship.

As soon as you disembark the unit, the merchant will be added to your merchant-pool again.

Embarking in Transportships can only be done in an area with a port.

Seazones have a movement-cost of 1. Regardless of the unit, each army-unit is capable of moving 6 seazones.

If an army-unit disembarks in a port or performs an amphibious landing it cannot move to any other area in the same turn.

If an army-unit is at sea it will lose all of it’s attack and defense values and will act as a regular transportship, which means that its more or less defenseless and should be protected by warships.

 

Navy movement

Navy movement is similar to army movement, without the embarking options. Navy units can only move in sea zones and each sea zone has a movement cost of 1 movement point.

Comments (0)

You don't have permission to comment on this page.