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Fury in the West» Forums » Rules

Subject: Long Range Artillery and Terrain Movement Penalties rss

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Wesley Williams
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New York
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Let's say a unit is attempting to cross a river hexside in an opposing artillery unit's long range? Is the base MP of the hex doubled (terrain) THEN one is added (artillery), thus costing 3 MP ~or~ is the base hex MP increased by one (artillery) THEN doubled (terrain), costing 4 MP?
 
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Rich
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Northern VA
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mtgjudge wrote:
Let's say a unit is attempting to cross a river hexside in an opposing artillery unit's long range? Is the base MP of the hex doubled (terrain) THEN one is added (artillery), thus costing 3 MP ~or~ is the base hex MP increased by one (artillery) THEN doubled (terrain), costing 4 MP?


Another great question. Our somewhat arbitrary decision was that since the artillery fire into the hex would be experienced after the hex was entered the correct answer is your first one -- double (to enter) for crossing the stream, then add 1 for the aggravation of moving around under artillery fire.
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