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![[Post New]](/s/i/i.gif) 2017/02/04 23:00:13
Subject: Tank Traps and Walkers
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Xeno-Hating Inquisitorial Excruciator
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How do tank traps interact with walkers.
Tank traps are impassable terrain to all vehicles.
Walkers behave as infantry in the movement/assault phase.
Need some clarity on wether a dreadnought can move through a lone of tank traps.
Haven't got access to a rule book for a bit so any help is greatly appreciated thanks.
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![[Post New]](/s/i/i.gif) 2017/02/04 23:55:25
Subject: Tank Traps and Walkers
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[MOD]
Making Stuff
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There's your answer.
They're vehicles, but when you're looking for which movement rules apply to them you count them as infantry.
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![[Post New]](/s/i/i.gif) 2017/02/05 02:11:53
Subject: Tank Traps and Walkers
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Auspicious Daemonic Herald
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How do infantry move through impassible terrain?
That's your answer
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![[Post New]](/s/i/i.gif) 2017/02/05 02:20:32
Subject: Tank Traps and Walkers
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[MOD]
Making Stuff
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Task traps aren't impassable to infantry.
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![[Post New]](/s/i/i.gif) 2017/02/05 02:56:07
Subject: Tank Traps and Walkers
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Auspicious Daemonic Herald
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It still is a vehicle, it just moves like infantry. It doesn't say it counts as being infantry.
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![[Post New]](/s/i/i.gif) 2017/02/05 03:11:00
Subject: Tank Traps and Walkers
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Insect-Infested Nurgle Chaos Lord
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This.
Walkers are vehicles. Tank traps are impassable to vehicles. Nuff said.
They move and fight in most respects like infantry, but they are still vehicles.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2017/02/05 04:20:51
Subject: Tank Traps and Walkers
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Scarred Ultramarine Tyrannic War Veteran
Ankh Morpork
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I think in the past I argued the opposite, but having a look at the rules I've come to the following reading:
From 'Tank Traps':
"Tank traps are impassable terrain to non-Skimmer vehicles, dangerous terrain to Bikes, and open ground for other units."
From 'Moving Walkers':
"Walkers move using the movement rules for Infantry."
Walkers move using the movement rules for, but are not actually, Infantry. As such they would move using the rules for Infantry attempting to move into something they, as actually a non-Skimmer vehicle, find Impassable.
Therefore you would move using the rules for Infantry attempting to move into/through/etc. Impassable terrain.
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![[Post New]](/s/i/i.gif) 2017/02/06 22:29:08
Subject: Tank Traps and Walkers
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Longtime Dakkanaut
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To play devil's advocate, though, given that you use the movement rules for infantry, wouldn't the movement rules for infantry through tank traps (count as open ground) apply?
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![[Post New]](/s/i/i.gif) 2017/02/06 23:21:23
Subject: Tank Traps and Walkers
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Longtime Dakkanaut
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doctortom wrote:To play devil's advocate, though, given that you use the movement rules for infantry, wouldn't the movement rules for infantry through tank traps (count as open ground) apply? This comes down to basically two interpretations. Tank traps are impassable to vehicles movement. Walkers are vehicles, therefore its impassable versus Walkers move as Infantry therefore that terrain that is impassable to vehicles is not impassable because they are counted as Infantry for movement. The rule is not clear enough to determine intent for walkers.
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This message was edited 1 time. Last update was at 2017/02/06 23:22:24
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![[Post New]](/s/i/i.gif) 2017/02/08 22:54:19
Subject: Tank Traps and Walkers
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Khorne Rhino Driver with Destroyer
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Here's another question, if I purchase the tank traps (they're part of my army) can they prevent large base models (I.E. Wraithknight) from charging if the model base has to land on top of a tank trap?
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5500 points
6000 points |
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![[Post New]](/s/i/i.gif) 2017/02/08 23:02:11
Subject: Tank Traps and Walkers
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Longtime Dakkanaut
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No, for monstrous creatures and the like they can invoke Wobbly Model Syndrome (page 20)
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