Move
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*24 - [[Charlie]]'s [[Archons]], some [[Gwiffon]]s (minimum value, could be much greater) | *24 - [[Charlie]]'s [[Archons]], some [[Gwiffon]]s (minimum value, could be much greater) | ||
*22 - [[Vinny]]'s [[Doombat]]s | *22 - [[Vinny]]'s [[Doombat]]s | ||
| - | *18+ - The ground units of the GK Strike Force | + | *18+ - The ground units of the GK Strike Force (Dwagons, Archons, Tchotchkes, Sourmanders, possibly other Heavies, and [[Knight]]s and [[Decrypted]] [[Commander]]s, though these were probably mounted on faster units) |
*8 - [[Jack Snipe]] | *8 - [[Jack Snipe]] | ||
*0 - [[Garrison Ability|Garrison]] [[Unit]]s have a Move of 0 and cannot leave their City's [[zone]]s. They can freely move throughout the city on and off [[Turn]] without expending Move. | *0 - [[Garrison Ability|Garrison]] [[Unit]]s have a Move of 0 and cannot leave their City's [[zone]]s. They can freely move throughout the city on and off [[Turn]] without expending Move. | ||
Revision as of 23:11, 16 September 2009
Proposed Canon
Move is a Unit statistic. For each point of Move, the Unit may enter an additional hex per Turn. For more details on how Units move, see Movement.
A Unit assigned to the Garrison of a City is called a Garrison unit. These Units have a Move value of 0, but can freely move about the City without expending Move while both on-Turn and off-Turn..
Known Moves & Comparisons
- 56+ - 19 of 46 DwagonsErf-b1-p046a
- <56 - 27 of 46 Dwagons
- 52 - Jillian Zamussels' best Gwiffon.
- 44 - Orlies
- <40 - Slowest of Caesar Borgata, Vinny Doombats, Dewy Tulips, and Leather Valese
- 24 - Charlie's Archons, some Gwiffons (minimum value, could be much greater)
- 22 - Vinny's Doombats
- 18+ - The ground units of the GK Strike Force (Dwagons, Archons, Tchotchkes, Sourmanders, possibly other Heavies, and Knights and Decrypted Commanders, though these were probably mounted on faster units)
- 8 - Jack Snipe
- 0 - Garrison Units have a Move of 0 and cannot leave their City's zones. They can freely move throughout the city on and off Turn without expending Move.
Speculation
Siege engines and other slow units would take "five or more" turns to reach Gobwin KnobErf-b1-p021a as of Gobwin Knob's Turn 3. If the distance to Gobwin Knob from the Coalition's starting point was in the realm of 25 hexes, that would put their movement in the 4-6 range, which seems about right when compared to Jack Snipe's move.
According to the RCC's map, the column stretched at least 18 hexes, possibly more. That would mean, for a speed 6 engine, 3 whole turns to catch up to the front of the column. This helps explain why, after Parson destroyed 40% of the seige, mostly from the front, that Ansom indicated waiting a day would increase the usable siege by ~ 600% - if, say, 5% of the original number were available during the first day of the siege, and another 30% were within range of Gobwin Knob for the next turn, that would explain the numbers and leave an additional 25% siege another day's travel behind.