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Travel in Operation: Dark Hammer works on a co-ordinate system, using the map above.
The TFA selects the region, or square, he/she wishes to move a Fleet, and send the region co-ordinate to the Games Master. Travel can only take place in straight line, either horizontally, vertically, or diagonally. The number of turns needed for a Fleet move is equal to the number of regions that Fleet passes through, also counting the destination square.
Passing through a region containing a planet takes an extra square, as does each asteroid region passed through. If the final destination is not a straight line, then multiple jumps must be made, which requires multiple Orders to be issued.
Here are a couple of examples to help make sense of this:
1 - If TFA Cyric wishes to move his ASF Fleet, in Region 5.D, to the empty Region 8.G, the move will take 3 turns (passes through 2 Regions, plus the final square).
2 - If TFA Blade wishes to move his Goliath Fleet, hiding in the Ateroid Region of 8.B, to intercept Cyric's incursion into his space, then the move will take a total of 6 turns (passes through 5 squares, plus one with a planet in it) - If the Fleet has started off in Region 8.A, then it would've have taken 7 turns, the extra turn due to the Fleet passing through one Asteroid Region.
3 - An ASF Probe Droid, orbiting the planet in Region 8.E detects Blade's Fleet passing through the region, on its way to intercept the ASF Fleet. The composition and strength of the Goliath Fleet is relayed to the ASF TFA. He decides that its too strong for his Fleet, and decides to withdraw to Region 3.G. The shortest distance would be a straight horizontal jump, but this would NOT be the quickest, since two planets lie in the path of the jump, making the number of turns needed 7. A quicker route would be to make three short jumps around them: One jump to Region 7.F (one turn), a second to Region 4.F ( 3 turns), and a final jump to Region 3:G (another turn, giving a total of 5 turns). All of these jumps require 3 seperate orders from the TFA, whch may be given together, to avoid the delay in communication. By the time the Goliath Fleet arrives, its too late...the ASF Fleet is already moving away, thanks to the advance warning from the Probe Droid...