Movement

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(Terrain)
(Terrain)
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* Plains/Grassland
* Plains/Grassland
* [[Roads]]
* [[Roads]]
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** [[Forests]]
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* [[Forests]]
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* Heavy trees
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** Heavy trees
* [[Water]] hexes - may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}
* [[Water]] hexes - may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}
* [[Lava lake]] - may only be crossed by fliers and may not be landed on.
* [[Lava lake]] - may only be crossed by fliers and may not be landed on.

Revision as of 12:52, 29 October 2009

Movement is the transfer of a Unit from one hex to another, or from one Zone to another. Movement does not include the meanderings of a Unit inside a single hex.

Contents

Proposed Canon

A Unit can Move only on its own Turn. At the beginnning of a Turn, the Unit's Movement is set to the value of its Move stat. The Unit's Move statistic is the number of hexes that Unit can enter per Turn; thus, each hex a Unit enters normally reduces its Movement by 1. A Unit may freely move inside a hex at no Move cost at night and on other Side's Turns. At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an ally during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.

Types of Movement

There are two known types of movement:

  • Walking
  • Flight

Terrain

Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the move of troops that cross it.

Cities

Cities are divided into Zones. A city is treated as a single hex for the owning Side: no Movement is expended for the owning Side's units when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes time to actually move the distance). Enemy sides must expend Move in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur. (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.) See Zone for more detailed information on Zones.

Known City Zones

The most thoroughly described city zones come from Gobwin Knob. Other cities may be built differently. Erf-b1-p098aSame-site.PNG and Erf-b1-p116aSame-site.PNG

  • Outer Walls -- may only be passed if breached
  • Tunnels -- may only be entered by light Units, with some exceptions
  • Airspace -- may only be entered by fliers
  • Garrison -- must be breached like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones
    • Courtyard -- may only be passed if breached, may only be attacked from Outer Walls or other Garrison zones
    • Tower -- may only be attacked from Airspace or other Garrison zones
    • Dungeon -- may only be attacked from Tunnels or other Garrison zones
  • Special Zones:
    • Lava Lake -- theoretically once part of the Courtyard, this area is inaccessible to most units, but fliers may cross it (and battle over it, presumably) but may not land.

The city of Transylvito has been described as having an Outer Walls zone as well as a Garrison zone and an Airspace. There are also towers, but it is unknown if these are zones in and of themselves, or parts of the Garrison or Outer Walls.

Speculation

Different Terrain types may cost more Movement to enter than 1, and there may be different values for different Units. Forest Units may pay less than non-forest Units when entering a forest hex, for instance. This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).summer-updates-017 External.png

The Move stat is affected by Level. A higher Level means a higher Move in relation to units of the same type.Erf-b1-p046aSame-site.PNG The increase of Move vs. Level is probably a linear function.[1]

It is not known if Allied units expend Move when moving from Zone to Zone inside an Allied city. However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,Erf-b1-p040aSame-site.PNG implying that crossing a Zone boundary does not require the expense of Movement.

It is not known if a Zone is a small part of a single hex or is made of multiple hexes.

The size of a hex is not known.

A caster using a portal to the Magic Kingdom may not be considered movement since the linked Maggie-Wanda-Sizemore and Parson were able to use Gobwin Knob's portal to the Magic Kingdom during the turn of the RCC.Erf-b1-p136Same-site.PNG This may imply that a moving is defined as crossing a hex side, and all portal travel is free.

Types of Movement

  • Tunneling may be a movement type, a Natural Ability, or both.
  • The existence of water Units and water Technology implies the Movement types Swimming and Sailing.

References

1. ^  WoT-6012585
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