Move

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=Proposed Canon=
=Proposed Canon=
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Move is a [[Unit]] statistic.  For each point of Move, the Unit may enter an additional [[hex]] per [[Turn]]. For more details, see [[Movement]].
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{{ImageStackRight|380|{{crop|520|810|630|930|TBFGK_115.jpg}}}}
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Move is a [[Unit]] statistic.  For each point of Move, the Unit may enter an additional [[hex]] per [[Turn]]. A unit's move restores to full at the start of their sides turn. For more details on how [[Unit]]s move, see [[Movement]]. A [[mount]]ed unit expends its mount's move rather than its own when passing through hexes. This aspect of the mechanics is how makes Parson's mount relay work. A unit mounts up, then expends the mount's move to get to the next mount in the relay, which is then ridden to the next, and so on.
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A [[Unit]] assigned to the [[City_Zones#Garrison|Garrison]] of a [[City]] is called a [[Garrison Ability|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==
==Known Moves & Comparisons==
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52 - Jillian Zamussel's best Gwiffon
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*56+  - 19 of 46 [[Dwagon]]s{{Erf|1|046a}}
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*56  - [[Stanley the Tool]]'s plated [[red dwagon]]
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*<56  - 27 of 46 Dwagons
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*52 - [[Jillian Zamussels]]' best [[Gwiffon]].
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*44  - [[Orlies]]
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*<40  - Slowest of [[Caesar Borgata]], [[Vinny Doombats]], [[Dewy Tulips]], and [[Leather Valese]]
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*24  - [[Charlie]]'s [[Archons]], some [[Gwiffon]]s (minimum value, could be much greater)
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*22  - [[Vinny]]'s [[Doombat]]s
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*18+  - The ground units of the GK Strike Force (Dwagons, Archons, Tchotchkes, Sourmanders, Wiener-Rammers, possibly other Heavies, and [[Knight]]s and [[Decrypted]] [[Commander]]s, though these were probably mounted on faster units)
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*8  - [[Jack Snipe]]
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*0  - [[Garrison Ability|Garrison]] [[Unit]]s have a Move of 0 and cannot leave their City's [[City#City Zones|zone]]s. They can freely move throughout the city on and off [[Turn]] without expending Move.
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44 - Orlies
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=Speculation=
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[[Siege engine]]s and other slow units would take "five or more" turns to reach Gobwin Knob{{Erf|1|021a}} 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.
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0 - Garrison units, like Bogroll, have a Move of 0 and therefore cannot leave their home city's hex.
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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 [[siege]], mostly from the front, that Ansom indicated waiting a day would increase the usable siege by ~ 60% - 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.
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Ground units seem to be <10, mounts 10-20ish, and fliers 20+.
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Stanley's red, we can assume, is the most powerful dwagon. So either some dwagons are fast but not powerful, or plating slows dwagons.
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[[Category:Erfworld Mechanics]]
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[[Category:Stats]]
[[Category:Unit]]
[[Category:Unit]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
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[[Category:Speculation]]

Revision as of 20:17, 28 December 2012

Proposed Canon

{{{6}}}

Move is a Unit statistic. For each point of Move, the Unit may enter an additional hex per Turn. A unit's move restores to full at the start of their sides turn. For more details on how Units move, see Movement. A mounted unit expends its mount's move rather than its own when passing through hexes. This aspect of the mechanics is how makes Parson's mount relay work. A unit mounts up, then expends the mount's move to get to the next mount in the relay, which is then ridden to the next, and so on.

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

Speculation

Siege engines and other slow units would take "five or more" turns to reach Gobwin KnobErf-b1-p021aSame-site.PNG 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 siege, mostly from the front, that Ansom indicated waiting a day would increase the usable siege by ~ 60% - 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.

Ground units seem to be <10, mounts 10-20ish, and fliers 20+.

Stanley's red, we can assume, is the most powerful dwagon. So either some dwagons are fast but not powerful, or plating slows dwagons.

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