Second Destination Example

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Armand is patrolling Keplerstan, when he gets a report of monster activity in the mountains. Obviously, the sooner he gets there to deal with them, the better. Armand is in N'ton, a townsland region only three hours from Brahe, the capital. Brahe is fifteen hours away from Copernican Heights, where the monsters were sighted. Armand has a few scouts with him, and 12 hours on the clock. He wants to travel to intercept those beasts as soon as he can.

First Case: One Destination Per Turn

Let's try taking this one destination at a time. He goes to the travel page and sees:

Neighbouring Regions
travel to...
Brahe (Keplerstan) 26 miles, ca. 3 hours

He sets his unit in motion, and arrives in Brahe the next turn. Since travel took only 3 hours out of the 12 he had the previous turn, 9 hours are left over. He starts the turn with 12 hours (the maximum possible) and sets movement to Copernican Heights. Since that 15-hour journey takes more hours than are on the clock, it will take Armand another two turns to arrive.

Total travel time: three turns

Second Case:Setting a Second Destination

Let's rewind to that first turn. Armand sets movement to Brahe, and at the bottom of the travel page after he selects his destination, he sees:

Set next destination...
Copernican Heights (Keplerstan) 87 miles, 15 hours

He selects his next destination, and then the turn rolls. This time, however, after the 3 hours are spent getting to Brahe, his unit just plows on through with just a brief stop. They spend the remaining 9 hours making some good solid headway into the mountains, and at the start of the turn, they are only six hours away from their destination (and the fight with the monsters) The next day, with another 8 hours for travel, they will easily manage the trip, even allowing for a small delay.

Total travel time: two turns

Other Considerations

There are, however, some serious downsides to this plan. First, it assumes that the monsters will not move on to another region. Second, it assumes that Armand has no pressing business in Brahe, such as a trip to the bank. Third, it assumes that Armand will not get orders to ignore the monsters and proceed somewhere else -- if he needs to return to Brahe, he'll need to backtrack 9 hours' worth of roads, which will take him two turns!