Movement

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“The distance a unit is able to move is defined by its movement type and the type of terrain the unit wishes to cover.”
— Codex, Movement

All units' potential movement across a map is determined by statistical rules of unit types and terrain. On the Unit Info screen of each unit shows an icon for that unit's movement type, as well as the number of "movement points" that unit can spend per turn. For example, a Soldier has "walking" movement type and 4 movement points, which is denoted "4 ".

Movement type determines which terrains a unit can enter, such as Water units are constrained to sea-bound terrain. The 'cost' of a tile indicates the amount of movement points required to enter that tile. There is no movement cost for leaving a tile, only the tiles you enter. The limits of a unit's movement is determined by the total cost of their path. For example, going across a Forest and 2 Plains tiles for Walking units requires a total of 4 Movement cost. It is not possible to enter a tile if the unit does not have enough movement points for its path, therefore a Spearman cannot perform this path as they have only 3 Movement, but Soldiers can as they have the required 4.

Selecting a unit displays a shaded area of tiles which the unit can move to. Tiles filled in with dashed lines are possible to move to, where highlighted tiles can also be attacked. The forecast for movement shows their immediate movement options, if a blocking unit is removed, it may alter what terrain the unit can access.

Usually, each unit can only move once per turn, and must then immediately take an action (usually an attack or "Wait", i.e. do nothing). After a unit has moved and taken an action, it becomes shaded out to indicate that it can no longer do anything this turn.

Movement Types[edit]

See also: Terrain
Icon Movement Type Description Legal Terrain Costs Units
Walking Walking on foot 1    1    1    1    1    1    2    2    3 Soldier, Dog, Spearman, Mage
Archer, Giant, Thief, Rifleman
Riding Riding on mount 1    1    1    1    1    1    3    4 Cavalry
Wheels Wheeled vehicles 1    1    2 Wagon, Ballista, Trebuchet
Flying High-altitude flight 1    1    1    1    1    1    1    1    1    1 Balloon, Aeronaut, Sky Rider, Dragon
Hover Low-altitude flight 1    1    1    1    1    1    1    1    1    1    1    1 Sparrow Bomb
Water Sea-bound movement 1    2    2    2    4 Barge, Turtle, Harpoon Ship, Warship
Amphibious Amphibious movement 1    1    1    2    2    2    2    2    2    2    4 Amphibian

Movement Rules[edit]

Bridges[edit]

Units with "Water" movement can pass through Bridge tiles, but cannot stop on Bridges, behaving functionally as traversable for Water units despite not being valid terrain for them.

Weather[edit]

During Severe Weather, all Water units movement is reduced by 2.

During Windy Weather, all Water units movement is increased by 2.

Ambush[edit]

When a unit is abruptly stopped on its path in a Fog of War battle, it is called an "Ambush". If this occurs, the unit will immediately stop moving. If, for any reason, the unit stops on an invalid tile that is either not valid to stop on or is already occupied, the unit will immediately backpedal to the last valid position it can stop on.

Volcano Biome[edit]

Unlike other biome types, the Volcano biome modifes the movement properties of all water-type terrain. Specificly the Sea, Deep Sea, Reef, and River types are no longer traversable by any movement type except Flying and Hover.