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Movement | No restrictions. |
Battle | No restrictions. |
Line of Sight | Free |
Is a Bridge hex considered to be a Waterway hex?
No.
May a Fieldworks token be place on a Bridge Hex?
Yes.
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Movement | A unit or general must stop when it enters a waterway hex. |
Battle | A unit on a waterway hex rolls 1 less battle die. When targeting an enemy unit or general that is on a waterway hex, a unit’s battle dice are not reduced. |
Line of Sight | Free |
There is no dice reduction when firing on units in a river. Is that correct?
Correct, there is no reduction when targeting a unit on a waterway hex. A unit on a waterway hex, however, rolls 1 less battle dice.
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Movement | A unit or general that enter a homestead hex must stop and may move no further that turn. |
Battle | An infantry unit may move onto a homestead hex and may battle an enemy unit that is 3 or fewer hexes away in any direction. The infantry unit rolls 3 dice when the target is in an adjacent hex and 1 less die for each additional hex away from the target. An ordered infantry unit already on a homestead hex will battle with its standard number of battle dice. A cavalry unit may move onto a homestead hex and may battle an enemy unit that is adjacent in any direction. The cavalry unit rolls 2 dice when the target is in an adjacent hex. An ordered cavalry unit already on a homestead hex will battle with its standard number of battle dice. An artillery unit may not battle the turn it moves onto a homestead hex. An ordered artillery unit already on a homestead hex may battle an enemy unit that is 4 or fewer hexes away in any direction. The artillery unit rolls 4 dice when target is in an adjacent hex and 1 less die for each additional hex away from the enemy. When targeting an enemy unit or general that is on a homestead hex, reduce the number of battle dice rolled by 1. |
Line of Sight | Blocked |
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Movement | A unit or general that enter a town hex must stop and may move no further that turn. |
Battle | A unit may not battle on the turn that it moves onto a town hex. An ordered infantry or artillery unit already on a town hex may battle an enemy unit that is 3 or fewer hexes away in any direction. The infantry or artillery unit rolls 3S dice when the target isiin adjacent hex and 1 less die for each additional hex that the target is away. An ordered cavalry unit on a town hex may battle an enemy unit that is adjacent in any direction. The cavalry unit rolls 2 dice when the target is on an adjacent hex. When targeting an enemy unit or general that is on a town hex reduce the number of battle dice rolled by 2. |
Line of Sight | Blocked |
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Movement | No restrictions. |
Battle | When targeting an enemy unit or general that is up hill, reduce the number of battle dice rolled by 1. When a unit is on a hill hex and targets an enemy unit or general that is on another hill hex, reduce the number of battle dice rolled by 1, unless the unit battling and the target unit are on adjacent hill hexes. Artillery firing from a hill hex has its ranged increased to maximum of 6 hexes. When battling from a hill hex, roll the standard number of battle dice for the normal range of 1 to 5 hexes. At range of 6 hexes, roll 1 die. An artillery unit on a hill hex does not have its line of sight blocked by a friendly unit or general that is on an adjacent hex as long as that adjacent hex is lower and has no other terrain feature that blocks line of sight. |
Line of Sight | A hill hex blocks line of sight to units behind a hill hex. A unit on a lower level has line of sight to the first hill hex and vice versa. A unit on a lower level does not have line of sight through one hill hex onto a second hill hex and vice versa. Line of sight is not blocked between units on the same hill looking across connected hill hexes. The units are considered to be on a plateau. Line of sight is not blocked between units on hill hexes separated by one or more intervening hexes of lower elevation unless any of those hexes contain a unit, general or terrain that blocks line of sight. |
Movement | No restrictions. |
Battle | When battling an enemy unit that is on a hill hex, reduce the number of battle dice rolled by 1. This reduction is still apllied even if the battling unit is on an adjacent hill hex. Artillery firing from a hill hex has its ranged increased to maximum of 6 hexes. When battling from a hill hex, roll the standard number of battle dice for the normal range of 1 to 5 hexes. At range of 6 hexes, roll 1 die. An artillery unit on a hill hex does not have its line of sight blocked by a friendly unit or general that is on an adjacent hex as long as that adjacent hex has no other terrain feature that that blocks line of sight. |
Line of Sight | A hill hex blocks line of sight. |
When you are on a hill can you fire over field works, trenches and fences without the one less dice penalty?
Fences, Entrenchements, and Fieldworks do not block line of sight. Dice reductions for these features only apply when units occupy them. If any units are in these hexes, the units will block any line of sight drawn through them.
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Movement | No restrictions. |
Battle | No battle restrictions for a unit that A, moves onto an orchard hex. When targeting an enemy unit or general that is on an orchard hex, reduce the number of battle dice rolled by 1. |
Line of Sight | Blocked |
Officialy there is absolutly no difference between an Orchard hex and a Field hex, right?
No. Just the name and the illustrations on the tiles. A scenario's special rules might impose a difference to recreate a historical situation.