Cabido -> RE: Timestamps effect on Movement (3/12/2018 6:09:38 PM)
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ORIGINAL: snoopy100 ok so if i move units with full mp in a timestamp hex with round 5 i will lose 50 percent of my movement allowance?. entering a Timestamp hex wit Round 2 will be 20 percent mp loss etc.Did i get that right? Only if units had their full MP left. Think of it as clocks sinchronization. If the time stamp is at round 5, and your unit had 70% of its movement allowance left, which means its is at round 3, then stepping into that hex will bring it to turn 5. It will, in fact, lose 20% of its initial MPs, since it had already used 30%. Think that way: The later clock always prevails. you are in round 3, after some combats, but the hex is in round 5 (time stamp). Your unit began the turn with 10 MP, for example. Since we are at round 3, it will have 7 MPs left (3 were used, one for each round). When entering the hex, your unit will be transported to round 5, loosing 2 extra MPs.
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