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![[Post New]](/s/i/i.gif) 2009/07/07 05:02:40
Subject: Help a n00b with movement rules? :D
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Sneaky Kommando
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So im still very very new to 40k and the only rulebook i currently have is the tiny one that comes with the Black Reach starter...infantry can move 6" and can charge 6" in an assualt right?
Ive seen people talking about having like a 20" assualt range with orks when they Waagh! and im confused how that happens
Fleet of Foot makes it so you can assualt the same turn you ran..how far can a unit run? I take it they cant fire wepons or anything while they run?
Idk its probably really simple but i dont have $50 for the big rulebook yet
Be harsh it will make me laugh xD
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They say the Emperor protects; tell that to the Orks. |
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![[Post New]](/s/i/i.gif) 2009/07/07 08:06:37
Subject: Help a n00b with movement rules? :D
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Terminator with Assault Cannon
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A unit can run d6" instead of shooting.
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![[Post New]](/s/i/i.gif) 2009/07/16 12:53:22
Subject: Help a n00b with movement rules? :D
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Ferocious Blood Claw
Australia
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A unit of infantry moves 6" then can run instead of shooting d6 (one dice) inches...then assaults 6 inches in the assault phase...jump infantry have different rules.
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Trust mathematics not Murphy's law.
2500 points
200 points |
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![[Post New]](/s/i/i.gif) 2009/07/17 08:03:08
Subject: Re:Help a n00b with movement rules? :D
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Screamin' Stormboy
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Ork Waaagh allows them to run, AND still assault into close combat. Normally you can not do both in the same turn.
Run = d6"
Infantry/Walker Move = 6"
Infantry/Walker Assault = 6"
Jump Infantry Move = 12"
Jump Infantry Assault = 6"
Calvary Move = 6"
Calvary Assault = 12"
Also...
Difficult Terrain Move = Best of 2d6" (roll both and pick the best)
Difficult Terrain Assault = Best of 2d6"
Hope that helps
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Me Orky love hackn' n' slashn' parts of stuf
+ = + |
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![[Post New]](/s/i/i.gif) 2009/07/17 11:23:26
Subject: Re:Help a n00b with movement rules? :D
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Lieutenant Colonel
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Hi all.
I often wonder why GW dropped the 'confusing' Movement value(M) based rules...
Remain stationary if you want to fire move and fire weapons.
Move up to the Movment Value (M) in inches and fire ranged weapons.
If you dont shoot , move up to 2x the M value in inches.
If in moving through difficult terrain halve M value.(Rounding up.)
GWPLC making a simple game confusing since 1998.
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![[Post New]](/s/i/i.gif) 2009/07/17 12:00:40
Subject: Help a n00b with movement rules? :D
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Lead-Footed Trukkboy Driver
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The 20" Ork movement is done using a transport vehicle:
Trukk move 13" (12" + 1" red paint)
Disembark (2" gained by leaping from front of open-topped vehicle)
Run ( d6", 6" with Ghazkhul's Waaagh)
Assault 6"
27" Assault range!
Waaagh! cannot be used turn 1, so Turn One threat range is down to 21" (Can't run and assault without Waaagh!)
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I refuse to enter a battle of wits with an unarmed opponent. |
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![[Post New]](/s/i/i.gif) 2009/07/17 14:25:10
Subject: Re:Help a n00b with movement rules? :D
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Morphing Obliterator
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You've also posted in the wrong forum. Direct all rules queries to the hellish flames of 'You Make Da Call' forum.
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taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live? |
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![[Post New]](/s/i/i.gif) 2009/07/17 17:25:52
Subject: Help a n00b with movement rules? :D
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Thunderhawk Pilot Dropping From Orbit
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Movement 6", either shoot, then either assault or you can skip the last two and run D6, but that means you cant shoot or assault
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![[Post New]](/s/i/i.gif) 2009/07/18 11:46:29
Subject: Re:Help a n00b with movement rules? :D
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Lieutenant Colonel
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Hi Xav.
Movement is 6" UNLESS.Its a non standard infantry unit.
A different type of unit, fast vehilce, jump infantry,etc..
Has a USR like slow and purpousfull etc.
Or is in difficult terrain , (do you still run D6 inches in difficult terrain.)
40k is counter intuitive because it has more exceptions than rules.
I can sympathise with the OP.
MOST rule sets manage to cover movement with a simple method without any exceptions .
In fact I 40k has the most convoluted movement rules I can think of...
TTFN
Lanrak.
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This message was edited 1 time. Last update was at 2009/07/18 11:47:04
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