Moderator TaleSpinner Posted August 25, 2009 Moderator Share Posted August 25, 2009 As a newb, I just found one last night. The rules on Movement and terrign are very confusing. On open ground a walker is x1 but on rough ground it is x2. Sooooo...it's twice as fast on rough ground than open? For all intents and purposes, it looks and reads like I should apply the modifier to the Mov, not that each inch requires that many more Mov. It took studying the example to really figure that one out last night. Quote Link to comment Share on other sites More sharing options...
clintb311 Posted August 25, 2009 Share Posted August 25, 2009 You should look at it as your movement cost is doubled. 1" of movement through the terrain counts as 2" of movement for the vehicle. Quote Link to comment Share on other sites More sharing options...
Chrome Posted August 25, 2009 Share Posted August 25, 2009 As a newb, I just found one last night. The rules on Movement and terrign are very confusing. On open ground a walker is x1 but on rough ground it is x2. Sooooo...it's twice as fast on rough ground than open? For all intents and purposes, it looks and reads like I should apply the modifier to the Mov, not that each inch requires that many more Mov. It took studying the example to really figure that one out last night. It says right above the table that you're calculating the Cost of moving. The base cost for movement is 1 point of Mov = 1". So if you want to move your CAV over Rough Terrain, you take the cost of 1 times the multiplier (x2) and it costs you 2 Mov points to move 1". To me it looks like the top header is the confusing part, it makes it look like that's the table's function instead of just a label for the next row of MClasses. I'll see what we can do. Quote Link to comment Share on other sites More sharing options...
ixminis Posted August 26, 2009 Share Posted August 26, 2009 The easier movement explanations I see talk about X being your movement rate and + or - Y being arithmetic bonus and penalty modifiers. Likewise * and / Z being your geometric bonus and penalty modifiers Move rate X modified by + - Y modified by + - Z Example: Move rate 6" modified by targetting/other mods -1 for <something> modified by terrain /2 for rough terrain or somesuch tomfoolery (apologies to tom) It sort of ties into the psychology of + and * being seen as good things while - and / are negative... Either I just made sense, or I'm tired and did a poor job... hopefully it made sense okee, Quote Link to comment Share on other sites More sharing options...
Moderator TaleSpinner Posted August 26, 2009 Moderator Share Posted August 26, 2009 It says right above the table that you're calculating the Cost of moving. The base cost for movement is 1 point of Mov = 1". So if you want to move your CAV over Rough Terrain, you take the cost of 1 times the multiplier (x2) and it costs you 2 Mov points to move 1". If it actually said this, it wouldn't be confusing. BTW, I did figure it out, just took a few minutes of puzzlement. Quote Link to comment Share on other sites More sharing options...
Nanite Posted August 26, 2009 Share Posted August 26, 2009 Two things: 1) Quickplay Guide 2) At least two Complete turn examples. Quote Link to comment Share on other sites More sharing options...
Saint of Sinners Posted August 27, 2009 Share Posted August 27, 2009 Two things: 1) Quickplay Guide 2) At least two Complete turn examples. There is a quickplay guide at Reapergames.com. It may need to be updated though. Quote Link to comment Share on other sites More sharing options...
Nanite Posted August 27, 2009 Share Posted August 27, 2009 Two things: 1) Quickplay Guide 2) At least two Complete turn examples. There is a quickplay guide at Reapergames.com. It may need to be updated though. Updated quickplay guide then. Quote Link to comment Share on other sites More sharing options...
Mad Pat Posted August 27, 2009 Author Share Posted August 27, 2009 I agree about the quick play guide, but it was put together quickly.... If we were to do turn examples they would probably be appended onto the quick play guide but thats a good idea either way. Quote Link to comment Share on other sites More sharing options...
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