Switch Theme:

How exactly do vehicles move?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Xeno-Hating Inquisitorial Excruciator





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.
   
Made in gb
Decrepit Dakkanaut




Pivot trick doesn't work anymore, latest faq

Nothing since second requires you to move as a tank "would".
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





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.
   
Made in ca
Longtime Dakkanaut





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.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in gb
Xeno-Hating Inquisitorial Excruciator





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.
   
Made in gb
Decrepit Dakkanaut




Can't move through walls? Depends on how you define ruins...
   
Made in gb
Longtime Dakkanaut




Halandri

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.
   
Made in us
The Hammer of Witches





A new day, a new time zone.

 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.

"-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. 
   
 
Forum Index » 40K You Make Da Call
Go to: