Joy Of Hex:Terrain Details

Terrain Details


Terrain details provide a certain level of asymetry to the movement costs that are required to enter or leave a hex. Often they apply just to the border of a hex, but they don't always have too. Movement costs are nearly always added to the cost that are created from moving from one terrain type to another - the exceptions are when an unit is running along a road or ferry where it will then be only required to pay the cost of moving along the road or ferry without any consideration of the surrounding terrain.

Detail Type: Detail Graphic: Movement Costs:
Hillside
Uphill: 4
Downhill: 5
Dirt Wall
6
Cliff Face
Up Cliff: 32
Down Cliff: 32
Dried River
10
Dirt Road
2
Surfaced Road
2
Railroads
2
Small River
4
Moderate River
18
Large River
32
Bridge Over Small River
If running then cost to go along road, otherwise cost to cross river.
Bridge Over Moderate River
If running then cost to go along road, otherwise cost to cross river.
Bridge Over Large River
5
Bridge Over Large River
4
Ferry Over Large River.
10
Ferry Over Lake For Side 1
10
Ferry Over Lake For Side 2
10
Hilltop
0
Bunkers
1
Fortress
2

After all the terrain contributions are considered, if the movement order is for a walking style movement then the movement costs are multipled by two. Of course depending on the climate and terrain, this can mean that an unit might not have enough movement points to make a single legal move - in this case the unit is always allowed to make at least one move during each execution phase.


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