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Variable Movement Distances, eg 4d6 and Run Rules.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Boosting Ultramarine Biker






Howdy all,

Looking for confirmation on how certain rules work. Let's take Doomwheel and Hellpit Abomination for example, models with 4D6 and 2D6 for their movement stats respectively. I want to know how this works when you put Running in to the mix. Do you;

1) Declare Run before rolling for your move stat
2) Roll some hot trash quad 1s/double 1s then decide "Well, I'm not going far. Time to Run."

I haven't found anything in favor or against either result, aside from something in the shooting phase, where you roll shot count on random shot count weapons, and then you assign how many attacks will go in to each target. But, that's a bit of a stretch to be related.

Thanks.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies
 
   
Made in ca
Brave High Elf Commander





British Columbia

The wording is "when you pick a unit to move" so I think you have to choose to run before seeing the results of the random dice.

 Crimson Devil wrote:
That's what 7th edition is about. Yelling "Forge the Narrative Pussy!" while kicking your opponent in the dick.
 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in ca
Boosting Ultramarine Biker






That would make sense. However, WHEN are you meant to roll for the random movement distance? It has notes for when you roll for shot count in the shooting phase but not for movement.

I won't be too broken up in the end, either way it goes.

 Rippy wrote:
When you lose to a 7 year old, it's wise to not come and admit it and then try to blame the armies
 
   
Made in ca
Brave High Elf Commander





British Columbia

I would think it would go like this:

I am moving my Doomwheel and it will run.
Roll 5 D6 making sure the run dice is clearly separate for potential CP adjustment.

Or

I am moving my Doomwheel and it will not run.
Roll 4D6. Too late to decide to run.

 Crimson Devil wrote:
That's what 7th edition is about. Yelling "Forge the Narrative Pussy!" while kicking your opponent in the dick.
 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in gb
Horrific Hive Tyrant





 Eldarain wrote:
I would think it would go like this:

I am moving my Doomwheel and it will run.
Roll 5 D6 making sure the run dice is clearly separate for potential CP adjustment.

Or

I am moving my Doomwheel and it will not run.
Roll 4D6. Too late to decide to run.


I would go along with this interpretation.

It could do with an FAQ to clarify though.
   
Made in us
Insect-Infested Nurgle Chaos Lord






The relevant rules are:

"When a unit with a random Move characteristic is selected to move in the movement phase, roll the indicated number of dice..."

"When you pick a unit to make a normal move, you can declare that it will run..."

The way things are worded both trigger when you declare the unit is moving. I can see this as working simultaneously or one arguing that the controlling players chooses the order they resolve. Personally I would say the decision to run needs to be made before any dice are rolled, as that makes the most sense to me from both a fluff and design perspective on top of being more practical.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
 
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