# Marches and reinforcements

> How long a march takes, what speeds it up, how to cancel it and how to move troops, heroes and resources between your villages.

Military · https://jds-game.com.br/portal/wiki/guia/marchas-e-reforcos?lang=en

Everything that leaves a village travels across the map: attacks, scouting runs, sieges, reinforcements and caravans. Travel time is part of the strategy.

# March time

- The army moves at the pace of the **slowest unit** you sent. Each unit's speed is on its page.
- Your **race** changes the speed. The modifiers are on [Humans](https://jds-game.com.br/portal/wiki/povos/humanos?lang=en), [Orcs](https://jds-game.com.br/portal/wiki/povos/orcs?lang=en) and [Chaos](https://jds-game.com.br/portal/wiki/povos/chaos?lang=en).
- Time grows with distance, and even a target right next to your village has a minimum travel time.
- **Server speed doesn't speed up marches**. Building and training run 3x faster, marching doesn't ([Server pace](https://jds-game.com.br/portal/wiki/guia/ritmo-do-servidor?lang=en)).
- The **return trip** takes as long as the way there. Plunder only reaches your warehouse when the army gets home.

The attack panel shows the arrival and return times before you confirm.

## What speeds it up

- **Hero march speed**: gems and gear on the hero who comes along speed up the whole march ([March Speed](https://jds-game.com.br/portal/wiki/gemas/velocidade-de-marcha?lang=en)).
- **Guild, Omens and relics**: guild oases, some cards and items from the Relic Workshop cut travel time. Some only work against neutral targets, and others also against players, usually with a smaller effect.
- **Reinforcements between your villages are never sped up**: they always travel at the troops' raw pace.

# A hero marching alone

A hero can march without any troops, against a neutral target or against a player. Alone, the hero moves at their own pace, faster than infantry and slower than cavalry, and the plunder has to fit in the hero's cargo. With troops, the slowest troop sets the pace. A dead hero, a hero with no health or a hero already on another march can't leave.

Scouting and sieges don't take a hero ([Scouting and sieges](https://jds-game.com.br/portal/wiki/guia/espionagem-e-cerco?lang=en)).

# Cancelling a march

- **Attacks, scouting runs and sieges** can be cancelled until they arrive. The army turns around and takes as long to come back as it had already traveled. Once the march arrives, it's too late.
- **Reinforcements and transfers between your villages**: cancelling on the way sends troops and hero back to the origin instantly.

# Moving between your villages

With more than one village, you get three internal kinds of march:

- **Reinforcement**: troops from one village go to garrison another of your villages. They still belong to their home village, only defend the host, never attack from there, and only the home village can call them back, all or part of them. Heroes and transports don't go as reinforcements.
- **Transfer**: moves a **hero** to another village. Troops can't be transferred; use reinforcements for them. If the hero was the home village's defender, that village is left without one until you assign another.
- **Supply**: transports, like the [Royal Wagon](https://jds-game.com.br/portal/wiki/unidades/carrocao?lang=en), carry resources to another of your villages. They are the slowest units in the game, but each one carries a lot. Whatever doesn't fit in the destination's Warehouse comes back with the caravans, shown as **Surplus returning** ([Founding new villages](https://jds-game.com.br/portal/wiki/guia/fundando-aldeias?lang=en)).

Stationing troops in a guildmate's village has rules of its own, covered in [Guild reinforcements](https://jds-game.com.br/portal/wiki/guia/reforcos-de-guilda?lang=en).

Recalled reinforcements make the return trip as usual. To use reinforcements against an incoming attack, they have to land **before** the impact. See [Defending your village](https://jds-game.com.br/portal/wiki/guia/defesa-da-aldeia?lang=en).
