Tutorial
Movement
After you activate your units, you are able to move them. All activated units are marked with a yellow hexagon around them. You move each unit individually and one after another. The first thing to do is to decide which of your activated units will move first.
You can try it in the example below, select 1 of your activated units.
Instructions:
Select 1 unit to move
Basic Rules of Movement
- You can move only one unit at a time
- Movement of one unit must be completely finished before you can start moving another unit
- Only one unit can occupy a hex
- The unit can not move through another unit
You can try these rules in action in the example below. Move one of your three activated units.
Instructions:
Select 1 unit to move
Symbols
This symbol in the top left corner of a unit's counter indicates how many movement points your unit has left. It is updated as you move your unit around. If your unit has no movement points left, it can move no further (this round).
The "Checked" icon positioned over the unit counter is used as a confirmation button. When you click on it, the movement of your unit will be confirmed and the unit will be irreversibly moved to the selected location and its movement will be finished. If you do not wish to move your unit at all during your turn, just click on this icon while your unit is still in its original position.
The green arrow pointing away from your unit indicates the hexes where the unit can move in its next step. Clicking on an arrow (or hex it is inside of) will move the unit to the next hex and show you the next movement possibilities from a new position.
The semi-transparent green arrow is used to show you the path your unit took during the current movement. You can click on each hex of this path to return your unit back and then you can choose another path.
The semi-transparent unit counter is shown during movement to indicate the original position of your unit. If you click on it, your unit will be returned back to this position and you can choose to take another path (or not move at all).
Movement Points (MPs)
Some units carry only light weapons and wear no armor, others are heavily armored and also carry a huge or heavy weapon. And some of them are mounted. All of this affect their ability to move and dictates how fast they are and how far they can go.
We decided to model this constraint by the number of movement points each unit has at its disposal during each round. Lighter and/or faster units have more movement points available than heavier-equipped ones. Also mounted units generally have more movement points than foot units.
At the start of a new round, each unit receives the number of movement points up to its maximum. During the movement phase of the turn, the unit spends its movement points to move to another position. Not spent movement points can not be saved for another round and will not increase the maximum number of movement points.
The unit is always able to move to the hex adjacent to its starting position, regardless of the movement cost. In such a case, the unit will pay with all of its movement points.
You can see the maximum number of movement points for each unit at the start of a round. It is shown in the top-left corner of a unit counter.
Terrain and its Effects on Movement
It is usually more difficult for units to move and maneuver in a rough terrain. Therefore it costs the unit a different number of movement points to enter different types of terrain. And some terrain is even unpassable (like rivers).
Terrain | Is passable | Number of movement points | |
---|---|---|---|
Clear | Yes | 1 | |
Woods | Yes | 2 | |
River | No | ||
Hill | Yes | 2 | |
Bridge | Yes | 1 |
You can try and see the effects of terrain in the example below:
Instructions:
Select 1 unit to move