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Made in ie
Fresh-Faced New User





Australia

Wait wait wait wait wait.... Do XV8's only move 6" in the movement phase? Theyre "Infantry (jet pack) in the rulebook...

Poorly thought out, kit bashed Kill Teams: https://www.instagram.com/mikeshikle/ 
   
Made in gb
Leader of the Sept







Yes. Jet packs are different to jump packs and this is reflected in the rules.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in ca
Trustworthy Shas'vre




6 inches in movement phase, then 2D6 in the assault phase.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Regular Dakkanaut





Thought the codex has them listed as Jump Infantry (Jet Pack)?
   
Made in gb
Leader of the Sept







The codex is out of date. Their new designation in the back of the main rulebook takes precedence and it is simply Jetpack.

This message was edited 1 time. Last update was at 2013/01/26 02:32:17


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in us
Loyal Necron Lychguard






No, they are infantry and jet pack still. Specifically, Jet Pack Infantry. It's right there in the Jump and Jet entries in the BRB.

And yes, they only move 6" in the movement phase, then standard run move, then their special assault move.

The major differences between Jet and Jump is that Jetpack infantry always move over models and obstacles and they are always "on". Jump infantry only get one phase of "jump" capability.

Jet pack infantry has less usable movement range but more flexibility.

Another bonus is that they're relentless while jump infantry are not.

This message was edited 1 time. Last update was at 2013/01/26 03:41:26


 
   
Made in ca
Trustworthy Shas'vre




Well in a turn that they don't assault or run, Jet Pack units move an average of 13 inches while Jump units move a fixed 12 inches. It's just that Jet Pack units don't move all at once and don't wind up with a greater potential assault range out of it.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Loyal Necron Lychguard






Jefffar wrote:
Well in a turn that they don't assault or run, Jet Pack units move an average of 13 inches while Jump units move a fixed 12 inches. It's just that Jet Pack units don't move all at once and don't wind up with a greater potential assault range out of it.


Yes, but what I meant by "usable" movement range was just that, movement range that presents an immediate threat to the opponent this turn. It's easy to look at a unit and go "ok, they have 12 inch weapons with a potential 12" move and a rerollable assault so I want to stay 24"+ inches away if possible right now."

The difference with jet pack units is that while they may have an average higher movement per turn, their movement in the assault phase doesn't help them that turn, it helps them next turn but it also allows the opponent to react to that move instead of planning for what you could be doing next phase.

Does this make sense? It's kinda getting jumbled as I write this down but I'm seeing it in my head.
   
Made in gb
Focused Fire Warrior






 Kevin949 wrote:


The major differences between Jet and Jump is that Jetpack infantry always move over models and obstacles and they are always "on". Jump infantry only get one phase of "jump" capability.


Do you have a ref for this, i always played it this way but someone questioned whether i could jump over a wreck in the movement phase and jump again in the assualt or if i had to walk in one of the phases. Couldnt find a reference for this at the time
   
Made in ca
Trustworthy Shas'vre




 Kevin949 wrote:
Jefffar wrote:
Well in a turn that they don't assault or run, Jet Pack units move an average of 13 inches while Jump units move a fixed 12 inches. It's just that Jet Pack units don't move all at once and don't wind up with a greater potential assault range out of it.


Yes, but what I meant by "usable" movement range was just that, movement range that presents an immediate threat to the opponent this turn. It's easy to look at a unit and go "ok, they have 12 inch weapons with a potential 12" move and a rerollable assault so I want to stay 24"+ inches away if possible right now."

The difference with jet pack units is that while they may have an average higher movement per turn, their movement in the assault phase doesn't help them that turn, it helps them next turn but it also allows the opponent to react to that move instead of planning for what you could be doing next phase.

Does this make sense? It's kinda getting jumbled as I write this down but I'm seeing it in my head.


It does make sense, however the Jet Pack units can deepstrike, so they have this really nasty capability to suddenly appear on the battlefield in the worst spot imaginable, shoot the ever loving gak outta something, then move again to a safer location before retaliation can occur.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Loyal Necron Lychguard






 spears wrote:
 Kevin949 wrote:


The major differences between Jet and Jump is that Jetpack infantry always move over models and obstacles and they are always "on". Jump infantry only get one phase of "jump" capability.


Do you have a ref for this, i always played it this way but someone questioned whether i could jump over a wreck in the movement phase and jump again in the assualt or if i had to walk in one of the phases. Couldnt find a reference for this at the time


Jet pack units are "always" using their jet packs, but they can only move 6" in the movement phase, run D6, assault "Thrust" move 2d6.

It's there in the first paragraph or so of jet pack unit rules.


Automatically Appended Next Post:
Jefffar wrote:
 Kevin949 wrote:
Jefffar wrote:
Well in a turn that they don't assault or run, Jet Pack units move an average of 13 inches while Jump units move a fixed 12 inches. It's just that Jet Pack units don't move all at once and don't wind up with a greater potential assault range out of it.


Yes, but what I meant by "usable" movement range was just that, movement range that presents an immediate threat to the opponent this turn. It's easy to look at a unit and go "ok, they have 12 inch weapons with a potential 12" move and a rerollable assault so I want to stay 24"+ inches away if possible right now."

The difference with jet pack units is that while they may have an average higher movement per turn, their movement in the assault phase doesn't help them that turn, it helps them next turn but it also allows the opponent to react to that move instead of planning for what you could be doing next phase.

Does this make sense? It's kinda getting jumbled as I write this down but I'm seeing it in my head.


It does make sense, however the Jet Pack units can deepstrike, so they have this really nasty capability to suddenly appear on the battlefield in the worst spot imaginable, shoot the ever loving gak outta something, then move again to a safer location before retaliation can occur.


Jump and Jet have the same special rules, save for jet packs also receiving "Relentless".

This message was edited 1 time. Last update was at 2013/01/26 20:56:05


 
   
Made in gb
Drone without a Controller




Scotland, UK

 Kevin949 wrote:
Jet pack units are "always" using their jet packs, but they can only move 6" in the movement phase, run D6, assault "Thrust" move 2d6.


Um, models with jets packs dont have to use them in the movement phase.

BRB Pg 47 JET PACK UNITS

'Jet Pack units can move as normal models of their type or activate their jet packs'

   
Made in us
Loyal Necron Lychguard






You're right, I missed that part. But it doesn't change the fact they don't move more because they turned it on and they're not limited on activations like jump units.
   
Made in gb
Drone without a Controller




Scotland, UK

 Kevin949 wrote:
You're right, I missed that part. But it doesn't change the fact they don't move more because they turned it on and they're not limited on activations like jump units.


Indeed but it means you can't jump over cover terrain or other models, which can affect how the suits move (so thought was relevent to the topic)
Only time you wouldn't use jet packs in the movement phase would be if you were going to move from/to difficult terrain

But yes, as you said, jet packs aren't limited on when you can use them
   
Made in us
Loyal Necron Lychguard






I'd still risk the DT test, personally, 1 in 6 chance anything even happens and you still get armor saves AND most suits with jet packs are, I believe, 2+ wounds as well.
   
Made in gb
Drone without a Controller




Scotland, UK

 Kevin949 wrote:
I'd still risk the DT test, personally, 1 in 6 chance anything even happens and you still get armor saves AND most suits with jet packs are, I believe, 2+ wounds as well.


You speak truth, although the circumstance you wouldn't activate it is like 1:10000000
Only 1 wound suits are stealth suits and they get a 3+ so the chances are slim
   
 
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