I always thought that one of the advantages of treaded vehicles (like tanks) is the fact that they can turn on the spot without having to move around and make a mutli-point turn like a wheeled vehicle? I mean, I can do the same thing in the zero-turn riding mower I use on a regular basis, so it's not a matter of realism, is it?
To be fair, it would take time to turn the tank to change it's facing. Maybe have a rule included that for each time it rotates any amount, that rotation costs 1 inch of movement? That way, if you wanted to turn, move, turn, it would be at minus 2 inches to the move over just driving forward.
But then you have to ask how skimmers work? Can't they just float sideways or backwards? Maybe they can do that at half speed now.
But what about wheeled vehicles?
But what about bikes?
And what about walkers?
This is the problem with a miniatures game: representation of real-life and fictional elements to handle a battle game for casual, narrative, and/or competitive play. Do we go all in and make it a full simulation? Or do we go more abstract to make the game go quicker?
I am okay with a more abstracted, simple set of the rules. With my experiences with 5th, 6th, and 7th editions 40K, Mk 2 and 3 Warmahordes, Warhammer Fantasy, Battlefleet Gothic, Age of Sigmar, and many other tabletop games, I would prefer the rules that let me get in more games with less rules checking in each game.
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