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Post by dain on May 5, 2016 12:06:48 GMT
Movement = the "mov" value of a unit + bonus from general (5 max) + bonus from items (max two items, each +2) + bonus from skill (engineering for artillery)
Naval movement is counted differently: Light ships (3 hexes), Heavy ships (2 hexes), Propeller +1, Navigation skill +1 - nothing else.
Rivers cannot be crossed within a turn.
terrain type movement cost land 3 plant 4 heavy forest 5 desert 4 hill 5 mountain 6
War Horse item / Geography skill turns all movement costs to 3
examples: 1) light infantry (mov 8) + Victoria (upgraded to mov 5) + two high boots (mov +2) = 8+5+2+2 = 17 movement max -> 5 hexes at most
2) light infantry (mov 8) + Victoria (upgraded to mov 5) + high boots (mov +2) + War Horse = 8+5+2 = 15 movement max -> all terrains cost 3 -> 5 hexes everywhere (thanks to War Horse)
3) heavy cavalry (mov 9) + Lan (upgraded to mov 5) + quality saddle x2 (2* mov 2) = 9+5+2+2 = 18 movement max -> 6 hexes at most
4) heavy artillery (mov 5) + Isabela (having engineering +2 and upgraded to mov 5) + 2x horse art (mov +2 * 2) = 5+2+5+2*2 = 16 movement max -> 5 hexes everywhere (thanks to Geography)
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Movement
May 5, 2016 23:19:02 GMT
via mobile
Post by Jean-Luc Picard on May 5, 2016 23:19:02 GMT
Movement = the "mov" value of a unit + bonus from general (5 max) + bonus from items (max two items, each +2) + bonus from skill (engineering for artillery) Naval movement is counted differently: Light ships (3 hexes), Heavy ships (2 hexes), Propeller +1, Navigation skill +1 - nothing else. Rivers cannot be crossed within a turn. terrain type movement cost land 3 plant 4 heavy forest 5 desert 4 hill 5 mountain 6 War Horse item / Geography skill turns all movement costs to 3 examples: 1) light infantry (mov 8) + Victoria (upgraded to mov 5) + two high boots (mov +2) = 8+5+2+2 = 17 movement max -> 5 hexes at most 2) light infantry (mov 8) + Victoria (upgraded to mov 5) + high boots (mov +2) + War Horse = 8+5+2 = 15 movement max -> all terrains cost 3 -> 5 hexes everywhere (thanks to War Horse) 3) heavy cavalry (mov 9) + Lan (upgraded to mov 5) + quality saddle x2 (2* mov 2) = 9+5+2+2 = 18 movement max -> 6 hexes at most 4) heavy artillery (mov 5) + Isabela (having engineering +2 and upgraded to mov 5) + 2x horse art (mov +2 * 2) = 5+2+5+2*2 = 16 movement max -> 5 hexes everywhere (thanks to Geography) You mentioned Lan+Heavy Cav. It is generally recommended that all Cav/Art generals have Warhorse/Geography. Thus Lan's practical range is 16, so 5 hexes everywhere. Berthier, Davout, Poniatowski, and Lannes are the 6 hex cavalry generals.
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Post by Erich von Manstein on May 6, 2016 1:24:16 GMT
Movement = the "mov" value of a unit + bonus from general (5 max) + bonus from items (max two items, each +2) + bonus from skill (engineering for artillery) Naval movement is counted differently: Light ships (3 hexes), Heavy ships (2 hexes), Propeller +1, Navigation skill +1 - nothing else. Rivers cannot be crossed within a turn. terrain type movement cost land 3 plant 4 heavy forest 5 desert 4 hill 5 mountain 6 War Horse item / Geography skill turns all movement costs to 3 examples: 1) light infantry (mov 8) + Victoria (upgraded to mov 5) + two high boots (mov +2) = 8+5+2+2 = 17 movement max -> 5 hexes at most 2) light infantry (mov 8) + Victoria (upgraded to mov 5) + high boots (mov +2) + War Horse = 8+5+2 = 15 movement max -> all terrains cost 3 -> 5 hexes everywhere (thanks to War Horse) 3) heavy cavalry (mov 9) + Lan (upgraded to mov 5) + quality saddle x2 (2* mov 2) = 9+5+2+2 = 18 movement max -> 6 hexes at most 4) heavy artillery (mov 5) + Isabela (having engineering +2 and upgraded to mov 5) + 2x horse art (mov +2 * 2) = 5+2+5+2*2 = 16 movement max -> 5 hexes everywhere (thanks to Geography) Infantry is considered having Geography automatically, so no need for warhorse on Victoria.
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