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Movement 1.2.0
Quote from IoM-Christian on 2019-11-26, 13:58Unit models must be within 1cm of each other unless they are Skirmisher
Unit Models may not MOVE within melee range of ENEMY Unit Models.
Unit Models always turn facing at their CENTRE, and then MOVE. So non retangular BASES (cavalry, chariots, etc.) use facing BASE-WIDTH to see if they can pass.
If passing within weapon reach of ENEMY on HOLD, the enemy ATTACKS may be resolved [at any point during the remaining move].
MEASUREMENT
Whenever you measure the range between two models, measure from the nearest edges of the models’ respective bases.
A model is always assumed to fill up the space of the entire base. If you can reach [movement + weapon reach] the base of a model, you reach the model on the base.
It’s illegal to conduct measurements on the battlefield at your own leisure. Only when strictly relevant for moving models or checking to see if troops actually are within range of missile weapons, charge range and so on, is measuring legal.
* Rough Terrain reduce Move to 1/2. Wilderness Terrain reduce Move to 1/3
Each armour factor reduce Unit move 1 CM. Thus mounts take both their own and riders physical Protection into consideration.
Unit models must be within 1cm of each other unless they are Skirmisher
Unit Models may not MOVE within melee range of ENEMY Unit Models.
Unit Models always turn facing at their CENTRE, and then MOVE. So non retangular BASES (cavalry, chariots, etc.) use facing BASE-WIDTH to see if they can pass.
If passing within weapon reach of ENEMY on HOLD, the enemy ATTACKS may be resolved [at any point during the remaining move].
MEASUREMENT
Whenever you measure the range between two models, measure from the nearest edges of the models’ respective bases.
A model is always assumed to fill up the space of the entire base. If you can reach [movement + weapon reach] the base of a model, you reach the model on the base.
It’s illegal to conduct measurements on the battlefield at your own leisure. Only when strictly relevant for moving models or checking to see if troops actually are within range of missile weapons, charge range and so on, is measuring legal.
* Rough Terrain reduce Move to 1/2. Wilderness Terrain reduce Move to 1/3
Each armour factor reduce Unit move 1 CM. Thus mounts take both their own and riders physical Protection into consideration.
Quote from IoM-Christian on 2020-09-19, 14:33Movement 0.0.1
From Wikipedia;
"Compared to other land animals, humans are exceptionally capable of endurance, but incapable of great speed."
Based on this there will be separate distinguished paces for general terrain movement and charging.
So, any in game Unit* has general movement distance (pace) and a charge distance (sprint speed).
move : charge
8:24 Horse
6:18 HumanYou use movement (X:Y) the following way:
For any movement of a Unit* except when Charging, one use the X value.
For any Charge, one use the Y value. When a Unit* has charged and the turn is over, it receives a Fatigue Counter.
Movement 0.0.1
From Wikipedia;
"Compared to other land animals, humans are exceptionally capable of endurance, but incapable of great speed."
Based on this there will be separate distinguished paces for general terrain movement and charging.
So, any in game Unit* has general movement distance (pace) and a charge distance (sprint speed).
move : charge
8:24 Horse
6:18 Human
You use movement (X:Y) the following way:
For any movement of a Unit* except when Charging, one use the X value.
For any Charge, one use the Y value. When a Unit* has charged and the turn is over, it receives a Fatigue Counter.
Quote from IoM-Christian on 2021-09-21, 20:25Movement 0.1.0
Changed 'spending amount' from points moved to Orders performed.
Altered Move/Charge amounts and made it a factor 1:3 .
Movement 0.1.0
Changed 'spending amount' from points moved to Orders performed.
Altered Move/Charge amounts and made it a factor 1:3 .
Quote from IoM-Christian on 2021-10-29, 15:07Movement 0.2.0
The triple movement distance was too disruptive, so its lowered to 2 times movement and still affected by Armour.
Movement 0.2.0
The triple movement distance was too disruptive, so its lowered to 2 times movement and still affected by Armour.
Quote from IoM-Christian on 2022-04-25, 14:29Movement 1.0.0
Altered how many Units can be moved per Initiative.
Movement 1.0.0
Altered how many Units can be moved per Initiative.
Quote from IoM-Christian on 2022-05-04, 07:55Movement 1.0.1
When a Unit breaks in close combat, its opponent may or may not chose to Pursuit. Some Units must roll a Morale to avoid Pursuing and some must Pursuit. See Unit descriptions if applied.
At times a unit can suffer BEWILDERED, and if so it must pass a Morale test if to perform an ORDER or ATTACK.
Movement 1.0.1
When a Unit breaks in close combat, its opponent may or may not chose to Pursuit. Some Units must roll a Morale to avoid Pursuing and some must Pursuit. See Unit descriptions if applied.
At times a unit can suffer BEWILDERED, and if so it must pass a Morale test if to perform an ORDER or ATTACK.
Quote from IoM-Christian on 2022-05-27, 17:06Movement 1.0.2
Altered the movement description.
Movement 1.0.2
Altered the movement description.
Quote from IoM-Christian on 2022-06-04, 20:01Movement 1.1.0
As this is a skirmish game, Unit Models can move, but not charge, through friendly Units with the same or larger sized bases.
Removed Armour impact on Charge and set Charge to 2 times a Units move value.
Movement 1.1.0
As this is a skirmish game, Unit Models can move, but not charge, through friendly Units with the same or larger sized bases.
Removed Armour impact on Charge and set Charge to 2 times a Units move value.
Quote from IoM-Christian on 2022-07-08, 16:57Movement 1.1.1
Elaborated Movement and introduced Rough/Wilderness descriptions.
Movement 1.1.1
Elaborated Movement and introduced Rough/Wilderness descriptions.
Quote from IoM-Christian on 2023-06-11, 20:50Movement 1.1.2
Renamed [Ready] to [Hold].
Elaborated on Charge & Hold.
Movement 1.1.2
Renamed [Ready] to [Hold].
Elaborated on Charge & Hold.
