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Author Topic: (Answered) Hex-based movement: Elevation changes into terrain  (Read 2038 times)

[D]

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On page 32 of Alpha Strike, under the 'Movement Basics Diagram' example, the Vulture moved into Point D (into the 2" depth water) by:
1) Moved into the water's edge,
2) Spend 2 inches for the elevation change into the water,
3) Spend the rest of it's MP to move as far as possible.

Question A:- How does this translate into hex-based movement? Let's say, for example, that the path towards Point D is 3 hexes long, where the first hex is clear terrain, and the 2 subsequent hexes are depth 2 water terrain. How does movement work in that example?

Question B:- Using the same example, what if the first hex is clear terrain, and the 2 subsequent hexes are at level 2 with light woods terrain?
« Last Edit: 10 March 2014, 09:25:57 by nckestrel »

nckestrel

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Re: Hex-based movement: Elevation changes into terrain
« Reply #1 on: 10 March 2014, 09:25:39 »
A.  I'm going to specify one more hex, to match the example inch movement example.  The hex the Vulture is in is Clear.  The next two hexes (4") are clear.  The next two hexes are depth 2" (1 level) water.
Hex-based movement costs are paid for moving into a new hex.  So the first two hexes are clear hexes, and costs 1 (hex) movement each.  The next hex is depth 2" (1 level) water.  This will cost 1 (to enter a new hex), +1 for Depth 2"-3" water, +1 for one elevation change = 3 (hex) movement.  The last hex is also depth 2" water, but we are already at depth 2".  This will cost 1 (to enter a new hex) +1 for Depth 2"-3" water = 2 (hex) movement.  It can't move in to the last hex because it doesn't have enough Movement (5, not 7).
(The inches movement example doesn't mention the second water hex, I included it to add an example of when moving through water without an elevation change).

B. Enter the first hex is 1 (entering a new hex). The next hex is an elevation change (1)+ light woods (1) + entering a new hex (1) = 3.  The next hex is entering a new hex (1) + light woods (1) = 2.
It wouldn't be able to enter that last hex as it's out of Movement (it would take 6 to enter that last hex).
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

[D]

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Re: (Answered) Hex-based movement: Elevation changes into terrain
« Reply #2 on: 10 March 2014, 18:22:36 »
I'm confused here. In 'Converting Alpha Strike to Hex Maps', it says that 1 hex is equal to 2" and 1 level of elevation is equal to 1". For an elevation change of 2 levels (up or down), shouldn't it cost 2 MP for hex-based movement? Or is this a special rule for 'Mechs?

nckestrel

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Re: (Answered) Hex-based movement: Elevation changes into terrain
« Reply #3 on: 12 March 2014, 10:33:03 »
You are correct that it should be 2" to 2 levels, not 1. Editing previous answer.
A.  I'm going to specify one more hex, to match the example inch movement example.  The hex the Vulture is in is Clear.  The next two hexes (4") are clear.  The next two hexes are depth 2" (2 level) water.
Hex-based movement costs are paid for moving into a new hex.  So the first two hexes are clear hexes, and costs 1 (hex) movement each.  The next hex is depth 2" (2 level) water.  This will cost 1 (to enter a new hex), +1 for Depth 2"-3" water, +2 for one elevation change = 4 (hex) movement.  The last hex is also depth 2" water, but we are already at depth 2".  This will cost 1 (to enter a new hex) +1 for Depth 2"-3" water = 2 (hex) movement.  It can't move in to water on the first turn (2 movement for the two clear hexes only leaves 3 movement and it needs 4 to enter the depth 2 water hex). On the second turn it can enter the water, but can't move another hex (4 movement leaves only 1 movement left and you need 2 to enter the next water hex).


B. Enter the first hex is 1 (entering a new hex). The next hex is an elevation change (1)+ light woods (1) + entering a new hex (1) = 3.  The next hex is entering a new hex (1) + light woods (1) = 2.
It wouldn't be able to enter that last hex as it's out of Movement (it would take 6 to enter that last hex).
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets