In this video we'll show you how to move your armies around the campaign map on both land and sea, and we'll be explaining how your army's stance can affect how they move.
To move an army, or hero, simply select by left-clicking and then right-click on the desired destination. If the destination is further than the army can move in one turn, the movement will take place over multiple turns.
The distance a selected army or hero can move is displayed by a yellow highlighted boundary which can fluctuate depending on what stance an army is currently in. You can also see this amount represented in the bar on the bottom left of the screen as shown in the video. Around an army is a red zone of control: enemies cannot pass through these except to attack the owner.
Roads that cross the landscape usually provide the fastest and safest method of travel – some races have their own special movement abilities which allow them to cross impassable areas, such as the Skaven who use the Underway. These are called Stances and can be seen on the bottom left corner of the campaign screen when an army is selected. Armies can modify their movement, behaviour and abilities by adopting Stances. An army may raid enemy territory by entering the Raiding Stance; raiding brings in money and has detrimental effects on the target. Raiding in enemy territory causes unhappiness in the targeted province.
There are a variety of different terrain types on the map, some of which are dangerous and may inflict attritional casualties on armies passing through, so watch your step… Hostile terrain types such as snowy wastes, deep ocean, deserts and swamps are uncomfortable for travelling troops. Watch out – should a Skaven plague spread to an army, all units will suffer attritional casualties for the duration of the plague!
Unexplored areas of the campaign map are obscured by the Fog of War – this may be lifted by sending an army or hero to explore in that direction. However, High Elves may use espionage to lift the Fog of War over the territory of any factions they trade with.
Sea areas of the map may only be charted by boat, but armies must take time to construct and dismantle their ships as they transition between the land and water. Be careful, an army will not be able to move further on that turn when switching between, unless they move through a port. The oceans sometimes throw up chance encounters such as wrecked vessels or shifting islands. Armies at sea which are close to such encounters may be able to plunder them for rewards. Set sail for a treasure hunt, but watch out for storms that might also cause attrition!