Moving by Land, Air and SeaVersion 2.
A File from Aayko's The Legends Corner
Bits and pieces collected from The Chronicler's Corner, the MG Home Notes and other sources.
- Movement: general notes on force movement
- Flying: Cloud Castles and other airborne forces
- Fleets: About shipping persons and goods
- Weight distribution
You can move into a province if you have any movement points left, a meagre 0.1 points being enough. Meaning that it is generally the best strategy to save a diagonal move until last, thus getting an expensive move nearly for free! Note that the term ‘move cost' that appears per province on your print-out should not be interpreted as being a minimal required entry cost for that province. It is the ‘basic terrain cost' of a province used to calculate the actual movement cost by multiplying it with the direction multiplier of 5 or 7. This base terrain factor is modified by the placement of rivers, coastlines, roads and spells #226 and #227. So: the required entry cost of (for example) a forest province at the end of your movement is 0.1, not 1.3 (base terrain cost) and not 6.5 or 9.1 (total move cost).
* Ranger only gets adds to land movement (p. 15), NOT to flight.
* Cloud castles can move over Sea and do profit for roads. They can never move more than 25 points, so Forced March or the Charm Movement spell can't change that.
* You can in one turn only move in one way: fly in the air or walk on the ground, not both. The Movement Mode for flying being code 4, the codes for ground movement being 1 to 3. This also means that a flying force cannot fly with Stealth or Forced March. Charms of Movement work on both ground and air movement (except for Cloud Castles).
* The Movement Bonus for Ranger [+8] and Thief [+4] only apply to ground movement, mirroring their ability to find sneaky shortcuts through wooded areas and the like; these bonusses do not apply to flying, simply because "there are not that many trees and bushes to jump around at 10000 feet altitude...!" (designer Edi Birsan).
* Drowning is not possible in the game. So when you fly, and end your movement in a sea province, or when you teleport into a sea province for that matter, there's no problem; in both cases "you will just float around a bit, like a duck..." (Edi).
* NON flying mounts in your possessions will add dead weight to the flying capacity of the force. If you have flying mounts in your possessions they will provide Lift Capacity or flight carry capacity.
* Population counts as cargo, and can be transfered (T9) between fleets while at sea, in the same way it has become possible to transfer items (T6) or characters (T11) between two fleets at sea. Also note that the L1 order can be used in a sea province.
* Transfer of Ships with a T6 order: the T6 order allows for the transfer of ships from one slot to another in a fleet. This is a special condition of the T6 order which many players over look. As soon as you start a T6 order and the first item to transfer is a ship then the order code asks for a SLOT number in the 'A' parameter. If you just want to toss ships around from force possession we would recommend that you start the transfer order with anything other than a ship and everything will go as you expect.
* Fleet cargo: fleets will operate for cargo weight allocation on a net basis. The fleet total cargo carrying capacity will be used to compute if the fleet can carry the total weight of the cargo. Cargo does not need to be assigned pn a per slot basis, unlike with soldier or men allocation, as the latter are tied to the battle program and the modifiers for the ship types in those slots.
* Fleets moving accross the sea count as ground(ed) movement (see above; there is only ground(ed) vs air move, not a third movement type for sailing). This means that fleets can move normally, can go forced march, or go in stealth, like legions on land. In other words: sailing is no movement mode, but just a matter of different terrain. Of course, Charm of Movement on fleets are possible.
* Note that the LPE map may be somewhat confusing as how you can sail. Recently, my faction (DD98) sailed THROUGH half the continent of Tarvan, via lakes and through (what looked like) landbridges. For what is confusing is that the LPE map depicts the shoreline in the sea province, instead of in the land province in which it belongs. Rengenier Mulder summarized it like this for the LPE:
--You can sail diagonally from sea to sea
--You can sail diagonally from sea to land, or land to sea
--You can NOT sail diagonally from land to land
--You can always move horizontally and vertically.
--It is irrelevant how you had entered the province earlier [i.e. the coastline at one end makes the whole province coastal].
"In other words, in Legends, you can sail through Panama even though there is no canal!"
* Forces will move on a ‘net' weight base: Excess weight carried (alias: Encumbrance) of characters and soldiers will be given to the force. This means that a character that is dead without a mount, and thus able to carry zero, will not slow down a force that has excess carrying capacity to drag him along. This will also greatly reduce the effects of the 'invisible anchor' in which case a hostile encumbered character tries to stop a large field army. Soldiers who are encumbered will also no longer slow the force as their encumbrance will be carried by the force. And if the soldiers have excess carrying capacity then they will be used to carry the encumbrance of the characters/force.