scimitar wrote:In fantasy, you move by looking at your movement speed on the unit and then double it if you want to run/march.
In
40k, you lookup the move value for your unit type, roll a
d6 to run, maybe reroll that
d6 if you have fleet or turbo-boost if you are a bike and then another
2d6 in the assault phase for jetpack infantry. Then for vehicles you lookup if you can move either 6 or 12, then another 6 inches for flatout, unless you a walker who rolls a
d6 or a fast vehicle who moves 12 unless you are also a skimmer in which case you go 18. Finally you have flyers, superheavy flyers, flying monstrous creatures and flying gargantuan creatures featuring minimum movement distances and limited pivots.
Its crazy that the same outcome basically is so complex in
40k compared to fantasy . But as others have said. Once you learn the current
40k rules movement really isn't all that hard to remember and it certainly isn't the worste part of the rules.
Teaching a friend how to play
40k recently really made me realise just how confusing all the rules are when you just sit there and run through the "basics" with them. It takes a decent amount of time and still doesn't touch on special rules or things like challenges, and yet leaves the newbie spinning and confused.
It definatly does seem to be a big mess but once you know the rules it's not all that hard to make them work. So i think movement stats isn't the issue here it looks like the whole ruleset needs a bit of an overhaul.
My 2 cents.