Re: Terrain For Moving Units
Good info, thanks.
Where this usually comes up is when units are advancing through what looks like empty terrain in the sense of no visible enemy units. Then they're spotted and fired upon by concealed enemy.
From your reply I get the feeling the movement penalty may be non-linear, where each additional hex adds a disproportionate penalty. By the way is the penalty based on hexes moved or MPs expended? That is, is the penalty the same moving one hex down a road (1MP) vs. moving one hex uphill in clear terrain (3MP)?
Regardless, it sounds like if the unit is fired upon near the end of its turn, it should stop, but if at the beginning of the turn it should seek cover provided it's close by.
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