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If the movement stat returns, do you want to see jump-shoot-jump and similar rules go?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Bonkers Buggy Driver with Rockets






I've seen a lot of people who are rewriting the rules of 40k use the return of the movement stat as a way to cut down on the number of special rules units have that modify standard movement. Now, let's say that this does happen. My question is, would you want to see abilities like jetpack/jetbike JSJ and Eldar's Battle Focus go? The ability to move after shooting is a powerful if used well, and provides a good opportunity for players to show their skill, but it can also be frustrating to fight cover-camping crisis suits (say that three times fast!) and it can also make for complicated shooting phases. Personally I would prefer to do all of the moving in one phase, and to adjust the movement stats of the affected models accordingly, but what do you guys think?

This message was edited 1 time. Last update was at 2017/01/12 22:24:37


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Longtime Dakkanaut







Hell no. Move-shoot-move is awesome. Do you really want 40k to just be "I move and shoot" or worse, "I move or shoot?"

This message was edited 1 time. Last update was at 2017/01/13 01:50:47


 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Move-shoot or shoot-move works for most games, but I see no reason if a movement stat is put back in that you cah't have "move some distance, shoot, then move your remainder". As long as players can remain honest about how far they had left to move, I don't see a problem.

I kinda miss the days skimmers could do pop-up attacks.

It never ends well 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

Move-shoot-move remainder is interesting, but I think it would require a system where units perform their entire activation in one go.
Otherwise it's too much effort to recall how far each unit went in the movement phase, by the time the second movement/assault phase rolls around.

If we're using a movement stat, you could just use that for run/thrust moves. Perhaps giving units which can JSJ reduced movement stats, since they get to do it twice.


Personally I think movement is tricky to entirely reduce to one phase. Abilities which sacrifice some other action for additional movement are common in tabletop games.
Having to make choices like giving up shooting to run is much more interesting than just moving a fixed amount all the time.

This falls apart a little in 40k right now, since shooting and assault are broken up into separate phases. Many units are specialized to perform in only one of those, so if they get something like a jet pack thrust move which requires them to give up their assault, it's just a flat bonus for them.
   
Made in dk
Dakka Veteran




In my opinion move-shoot-move is

- too big a difference when the norm/general rule is move-shoot
- too advantageously compared to move-shoot

That said, I have no problems with movement outside the movement phase, though in my system tactical movement is only in the movement phase.

Andy Chambers wrote:
To me the Chaos Space Marines needed to be characterised as a threat reaching back to the Imperium's past, a threat which had refused to lie down and become part of history. This is in part why the gods of Chaos are less pivotal in Codex Chaos; we felt that the motivations of Chaos Space Marines should remain their own, no matter how debased and vile. Though the corrupted Space Marines of the Traitor Legions make excellent champions for the gods of Chaos, they are not pawns and have their own agendas of vengeance, empire-building vindication or arcane study which gives them purpose. 
   
Made in ru
!!Goffik Rocker!!






jump-shoot-jump is a bad mechanic for a turn-based game without enemy reactions.
   
Made in gb
Lieutenant Colonel




The tactical choices made in the movement phase in 2nd ed 40k, (and lots of other games,), gave the game its tactical depth.(Along with tactical maneuver into weapons range.)
2nd ed 40k tactical movement choice was **, A)stay still and fire to full effect,B) move and shoot a bit, C)double move and not shoot, D)charge into assault and stop an enemy unit firing at other units.
(**Abbreviated for clarity .)

It was the intention of GW sales to target a demographic with low tactical focus and a higher ability to just absorb data.(EG targeting children instead of war gamers.)
(According to Rick Priestley and other GW devs who were there at the time.)

GW plc has steadily removed most tactical considerations from the 40k game play and replaced them with overly complicated strategic choices, and a plethora of exceptions to the core rules,(Special rules.).That contradict or replace the limited core rules.

So people just wanting to push their minatures around a table and throw a few dice to see what happens.Are fine with the 40k game play as it is.

However, I can see lots of people expecting 40k to be an actual war game , finding the rules inadequate for their needs/expectations.

Having all movement in the movement phase has several bonuses, simple tactical choices to improve the depth of game play, much faster game play as minatures only move once per game turn.(And no dice rolling for movement if movement stat returns.)

In my experience using the most straight forward methods to cover the majority of the intended game play, is the best option.The FEW exceptions to this can be covered with special rules.

If I was to include 'pop up attack' in a war game ,I would sinply make the unit declare they were using this special attack at the start of the game turn.The count the unit as 'in cover' rather than 'concealed'.(EG harder to hit rather then than hidden,)




   
 
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