by Murphey » Sun Jun 15, 2008 7:39 am
by LordMalekTheRedKnight » Sun Jun 15, 2008 11:36 am
Murphey wrote:End result, it still will take CC armies whole turns to reach enemy models, especially in ruins, on hills/rocks, or across any dips, ravines, hills, rocks, etc.
by KInG » Sun Jun 15, 2008 3:12 pm
by LordMalekTheRedKnight » Sun Jun 15, 2008 3:25 pm
KInG wrote:Fluff wise, climbing a ladder is slow, decending on ropes is quick. One hinders ur movement the other assists your speedy movement. Walking up a hill is slow, running down the other side is quick.
by KInG » Sun Jun 15, 2008 3:52 pm
LordMalekTheRedKnight wrote:KInG wrote:Fluff wise, climbing a ladder is slow, decending on ropes is quick. One hinders ur movement the other assists your speedy movement. Walking up a hill is slow, running down the other side is quick.what if you start on a 2" high hill and move off it? wouldnt that leave you with a 8" move? or if you start 2" away from the edge of a roof and climb down 3" to the ground - you would still have 7" of movement left, despite already moving 5" and only having a 6" Movement allowance. dont forget that Movement in 40K isnt flat out - it represents moving from cover to cover, looking for boobytraps, communicating with your squadmates, awaiting orders, acquiring targets etc. - its too abstract to have things like speed gained from downhill momentum factored into it. (for a game like Necromunda however, you could allow models to jump down short distances without that change vertical height counting against their move)cheers ~ Tim
by timewizard » Sun Jun 15, 2008 6:06 pm
LordMalekTheRedKnight wrote: here's a question: if a Jetbike starts on one side of a building, and move to the other side, how do we measure that move? horizontal distance only? or 2xvertical height of building + horizontal distance? personally, i dont think ive ever seen anyone use the latter method...
LordMalekTheRedKnight wrote:but now compare that to if the Jetbike wanted to stop over the building: you would measure the distance at least in a straight line, if not vertial height of the building + horizontal distance moved. this could lead to situations where a Jetbike can move all the way over a 13" building to the other side, but couldnt stop on top of it on the way! the rules just dont seem to handle large vertical distances very well (or are simply vague about what to do). ~ Tim
by LordMalekTheRedKnight » Sun Jun 15, 2008 6:37 pm
timewizard wrote:Since jetbikes can move freely over all other models and terrain, I think you would just measure the horizontal distance moved.
timewizard wrote:If 5th edition is incorporating the rules of Cities of Death, a jetbike could not end it's move on top of an intact building because in CoD, intact buildings are impassable terrain (unless the players agree otherwise).
timewizard wrote:If the building were tall enough that no jetbike or skimmer could cover the distance, I would say that it is always impassable terrain.
by timewizard » Sun Jun 15, 2008 7:09 pm
LordMalekTheRedKnight wrote:timewizard wrote:Since jetbikes can move freely over all other models and terrain, I think you would just measure the horizontal distance moved. that may be how some (or even most) people play it, but does it have any basis in the rules? (the Jetbike rules say it doesnt need to take Difficult Terrain tests, and that it can move over things, not that its movement is always measured horizontally...)
LordMalekTheRedKnight wrote:timewizard wrote:If 5th edition is incorporating the rules of Cities of Death, a jetbike could not end it's move on top of an intact building because in CoD, intact buildings are impassable terrain (unless the players agree otherwise). umm... i thought it was that the inside of sealed intact buildings was considered Impassable (so you didnt have to worry about the models exisiting in a place where they cannot physically be put, because you cant get the roof off), with the "unless agreed otherwise" bit to leave room for players making floorplans etc? why would a flat roof or balcony be considered Impassable? (the walls and doors etc could be Impassable and Vertically Impassable, but if you can get to the roof regardless, and its just a flat open space, why not land there?)
LordMalekTheRedKnight wrote:anyway, what if its a Ruin?
LordMalekTheRedKnight wrote:timewizard wrote:If the building were tall enough that no jetbike or skimmer could cover the distance, I would say that it is always impassable terrain. but if the Jetbike can move over the building to the other side (because you measure that move horizontally), why shouldnt it be able to stop at the top (assuming it is allowed to stop there)?
LordMalekTheRedKnight wrote:and if an object is too tall for a Jetbike to get to the top of, how can we say that it can move to the other side by going right over the top and back down the other side? ~ Tim
by LordMalekTheRedKnight » Sun Jun 15, 2008 7:18 pm
timewizard wrote:If the rule says that the jetbike ignores the terrain, then it really wouldn't matter how tall the terrain is, would it?
by conscriptboris » Sun Jun 15, 2008 7:29 pm
by timewizard » Sun Jun 15, 2008 7:33 pm
LordMalekTheRedKnight wrote:just a quick reply (time to give Seth his bottle)...
LordMalekTheRedKnight wrote:timewizard wrote:If the rule says that the jetbike ignores the terrain, then it really wouldn't matter how tall the terrain is, would it? thing is, the (4th ed) rules dont actually say they "ignore terrain", just that they can move over it, and they they dont take Difficult Terrain tests. it never says they always have enough movement allowance to reach the other side, or that we wouldnt measure the distance moved normally. one of the problems i was trying to highlight though is how vague the (current) rules are: how do we measure movement normally? ~ Tim
by AdrianG » Sun Jun 15, 2008 9:18 pm
Return to 40K News & Rumours
In association with Gaming Figures
Age of Strife