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![[Post New]](/s/i/i.gif) 2017/08/02 14:20:20
Subject: Fliers, minimum distance, and supersonic
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Numberless Necron Warrior
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Does using supersonic increase a flier's minimum move distance, or just its maximum?
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![[Post New]](/s/i/i.gif) 2017/08/02 14:26:43
Subject: Fliers, minimum distance, and supersonic
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Norn Queen
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silentone2k wrote:Does using supersonic increase a flier's minimum move distance, or just its maximum?
You don't "use" supersonic. It's just a special rule. You have a minumum and maximum move detailed in the Damage table in the top right of the datasheet that you must respect unless you have the ability to Hover.
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This message was edited 1 time. Last update was at 2017/08/02 14:26:59
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![[Post New]](/s/i/i.gif) 2017/08/02 15:17:58
Subject: Fliers, minimum distance, and supersonic
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Numberless Necron Warrior
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Rephrase; when you advance a model with supersonic, does it increase a flier's minimum move distance?
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![[Post New]](/s/i/i.gif) 2017/08/02 15:20:18
Subject: Fliers, minimum distance, and supersonic
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Norn Queen
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silentone2k wrote:Rephrase; when you advance a model with supersonic, does it increase a flier's minimum move distance?
That's a very good question. The rule for advance says to "add the result to the Move characteristics" and doesn't seem to take into account models with a minimum move. A "common sense" approach would be that it adds to the maximum distance, not the minimum. This is in the FAQs for GW thread as needing answering.
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This message was edited 1 time. Last update was at 2017/08/02 15:21:10
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![[Post New]](/s/i/i.gif) 2017/08/02 15:30:20
Subject: Fliers, minimum distance, and supersonic
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Numberless Necron Warrior
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Hrm. Search function didn't show me anything about it.
How are people playing it?
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![[Post New]](/s/i/i.gif) 2017/08/02 18:02:28
Subject: Re:Fliers, minimum distance, and supersonic
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Rough Rider with Boomstick
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I played it as increasing its maximum move distance.
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You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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![[Post New]](/s/i/i.gif) 2017/08/02 18:29:37
Subject: Fliers, minimum distance, and supersonic
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Lord Commander in a Plush Chair
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I have been playing it as both max and min.
Advancing places such a limitation on the rest of the turn I really cannot see any reason to advance and move less than 40" to begin with. Most supersonic flyers at half wounds have a lower-end max move of 35".
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2017/08/03 05:55:07
Subject: Fliers, minimum distance, and supersonic
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Dakka Veteran
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Advancing just adds X distance to your move. Fliers are not limited to either move 20 or 50" in this edition. Example one Ork flier has a move value of 20-50". Meaning it can move anywhere between 20 and 50".
So if advancing gives it another 20" it could move 40-70". In short though just do your normal move and then add whatever the advance distance is to it.
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![[Post New]](/s/i/i.gif) 2017/08/03 11:03:37
Subject: Fliers, minimum distance, and supersonic
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Numberless Necron Warrior
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Wagguy80 wrote: Advancing just adds X distance to your move. Fliers are not limited to either move 20 or 50" in this edition. Example one Ork flier has a move value of 20-50". Meaning it can move anywhere between 20 and 50".
So if advancing gives it another 20" it could move 40-70". In short though just do your normal move and then add whatever the advance distance is to it.
so... part of that's not technically accurate. Fliers with a minimum distance can move up to their max movement, but crash if they don't move their minimum.
scenario;
Flier took an oblique pass over a rear line, leaving it near a corner. Less than a 90 degree turn and it leaves the table.
It does not have the hover ability.
Flier is wounded, limiting it to ~5" band of allowed movement distance. Along the path it can travel the location it can reach travelling at least its minimum move (so it doesn't crash) but no more than its reduced maximum distance are occupied by enemy models.
If it travels an additional 5-10" it can reach a safe location.
If it travels an additional 20" it again leaves the table.
Can the flier reach that legal point, or does it crash?
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![[Post New]](/s/i/i.gif) 2017/08/03 11:15:48
Subject: Fliers, minimum distance, and supersonic
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Grim Dark Angels Interrogator-Chaplain
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Also in the 'increase maximum' camp.
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Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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![[Post New]](/s/i/i.gif) 2017/10/14 05:33:19
Subject: Fliers, minimum distance, and supersonic
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Regular Dakkanaut
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I increase the minimum and maximum moves.
Does anyone know if there has been an official answer on this yet?
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This message was edited 1 time. Last update was at 2017/10/14 05:33:46
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![[Post New]](/s/i/i.gif) 2017/10/14 14:02:31
Subject: Re:Fliers, minimum distance, and supersonic
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Deathwing Terminator with Assault Cannon
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Maximum only we play by.
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