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![[Post New]](/s/i/i.gif) 2016/06/21 11:06:33
Subject: How exactly do vehicles move?
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Xeno-Hating Inquisitorial Excruciator
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Reading an article on the whole pivot and movement to get further here, and it got me thinking. Quick read and reread of the rulebook and I couldn't find it, but is there anything in the rule book about how you have to move a tank? Do you have to follow the way the tracks are pointed or something else. How does this work for skimmers and walkers. I know flyers have a lot tighter rulings on it but just wanted other peoples views and opinions.
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![[Post New]](/s/i/i.gif) 2016/06/21 11:17:09
Subject: How exactly do vehicles move?
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Decrepit Dakkanaut
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Pivot trick doesn't work anymore, latest faq
Nothing since second requires you to move as a tank "would".
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![[Post New]](/s/i/i.gif) 2016/06/21 11:21:40
Subject: How exactly do vehicles move?
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Xeno-Hating Inquisitorial Excruciator
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I know the pivot trick doesn't work, I just couldn't find anything about how to move vehicles. Crab walking Leman Russ here I come.
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![[Post New]](/s/i/i.gif) 2016/06/21 11:33:02
Subject: How exactly do vehicles move?
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Longtime Dakkanaut
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In the current 40k rules-set, we're given lots of limitations of movement, but very little direction on how something moves or the path it takes to get there. The Crab-Walking Leman Russ is fine, so long as by the end of the move you've obeyed the limitations on its movement. Yes, this means that even for vehicles with tracks only facing forward, you can move exactly perpendicular to its current direction at full speed, maintaining its current orientation.
Of course, one could also turn a vehicle 90° sideways, move it, then turn it 90° back to its original orientation, and that'll be perfectly legal too, achieves the exact same effect as just moving it sideways, and looks a hell of a lot cooler. This is legal because, by the end of its move, no part of the vehicle is more than the maximum movement distance from its starting point.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2016/06/21 12:04:52
Subject: How exactly do vehicles move?
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Xeno-Hating Inquisitorial Excruciator
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With the new faq and can't move through walls thing, sideways vehicles could be more and more common as turns can't be made in tight spots.
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![[Post New]](/s/i/i.gif) 2016/06/21 12:34:05
Subject: How exactly do vehicles move?
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Decrepit Dakkanaut
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Can't move through walls? Depends on how you define ruins...
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![[Post New]](/s/i/i.gif) 2016/06/21 21:11:58
Subject: How exactly do vehicles move?
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Longtime Dakkanaut
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I like to make 'brum brum brum' noises when I move my tanks. I don't think it is required by the rules, but I feel it helps my tank shocks.
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![[Post New]](/s/i/i.gif) 2016/06/22 03:01:47
Subject: How exactly do vehicles move?
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The Hammer of Witches
A new day, a new time zone.
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HANZERtank wrote:I know the pivot trick doesn't work, I just couldn't find anything about how to move vehicles. Crab walking Leman Russ here I come.
As 'crab-walking' is a perfectly valid abbreviation of 'turning, moving, then turning again to face the desired position,' well, the only time I think there'd be an issue with that would be going back to the original Rogue Trader ruleset, where one of the vehicle expansions included how to calculate the arc of a turn for measuring movement distance.
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"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..." Thought for the Day - Never use the powerfist hand to wipe. |
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