Tactical Command
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Speed Zero Units
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=17348
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Author:  Evil and Chaos [ Mon Dec 07, 2009 1:50 am ]
Post subject:  Speed Zero Units

So, according to the letter of the rules, consensus says that a unit with a speed of 0cm can use a road to gain +5cm to its speed rating.

Again, according to the letter of the rules, can a speed 0cm unit perform a 5cm counter-charge move, and can it perform a post-engagement 5cm consolidation move.

I don't have a rulebook to hand, but my gut says that the answer is yes (and also that all of the above is silly, but that's irrelevant...).




Author:  mnb [ Mon Dec 07, 2009 4:04 am ]
Post subject:  Speed Zero Units

if the road bonus is allowed, i would say yes..... and yes it is silly

Author:  Angel_of_Caliban [ Mon Dec 07, 2009 4:50 am ]
Post subject:  Speed Zero Units

I remember this topic coming up over on the SG fours when Tac Comms was down last... See Here

Because there are units listed as immobile and 0 speed is actually brings up some validity even it's a bit silly. Some units might and should be zero speed and benefit from the letter of the rule while some might not. Siege works in the IG list have zero speed and I can see them taking 15cm bonus for moving on a road or a counter charge move. But this is a abstract rule and should be clarified either way.

Author:  The_Real_Chris [ Mon Dec 07, 2009 7:43 am ]
Post subject:  Speed Zero Units

Quote: (Evil and Chaos @ Dec. 07 2009, 00:50 )

So, according to the letter of the rules, consensus says that a unit with a speed of 0cm can use a road to gain +5cm to its speed rating.

Again, according to the letter of the rules, can a speed 0cm unit perform a 5cm counter-charge move, and can it perform a post-engagement 5cm consolidation move.

Yes, since they are not immobile they can in fact move on roads, in assaults, be towed, disembark 5cm from transports etc. Assault moves and the like are meant to represent a fluid situtation rather than literal moves per see. If they are imobile they can't, likewise they can't get towed etc.

Author:  GlynG [ Mon Dec 07, 2009 12:16 pm ]
Post subject:  Speed Zero Units

I'd prefer the rules to prevent them from moving in any of those situations. A Krieg Quad Gun should not be able to march 15cm down a road - don't be fooled by the wheels; they are hugely heavy pieces of metal weighing tonnes. The few crew aren't going to be able to budge it an inch without vehicular assistance no matter how hard they push. Situation's even worse for Basilisk platforms and the like.

Is there anything specifically barring immobile units from being towed by vehicles? I wasn't aware of there being a distinction in the rules between speed 0 and immobile. If not then why don't we change all the units in the Krieg, Vraks lists and others not finalised to be immobile to cut down on the potential for this silliness where we can?

Author:  The_Real_Chris [ Mon Dec 07, 2009 3:08 pm ]
Post subject:  Speed Zero Units

If you are immobile you cannot move nor be moved. Would you like to have a third classification instead? :) I don't think its needed as its come up never on roads to date and if it did you are in the open with no cover and probably an LV to boot! Assault wise they are stuffed anyway, a 5cm counter charge makes a minor difference.

Author:  nealhunt [ Mon Dec 07, 2009 3:53 pm ]
Post subject:  Speed Zero Units

Quote: (GlynG @ Dec. 07 2009, 11:16 )

Is there anything specifically barring immobile units from being towed by vehicles? I wasn't aware of there being a distinction in the rules between speed 0 and immobile.

There is currently no formal distinction.  When the rules were written, the only 0cm move was landed aircraft.  IIRC, "immobile" was used as a designation on some special bunkers with WE stats in some scenarios.  Then, of course, Swordwind introduced all sorts of 0cm move units and it's gotten a bit nuts since them.

The distinction between 0cm move and immobile was proposed as an option to distinguish between those units that are truly immobile, like buildings and landed Drop Rokks, and those that might have some ability to be moved in desperation conditions, like field artillery.  However, nothing about it is official.

I drafted an FAQ to add to the NetEA FAQs, but afterwards realized that it would require an exhaustive list of which units should be considered "immobile" and which should be considered "0cm move" because there is no standardization on the Unit Data Sheets.

I'm currently leaning towards something like...

Quote: 

There is no clear distinction in the rules between 0cm move and truly immobile units.  We recommend ... [the above distinction between 0cm move and immobile, followed by a general description of which types of units should be which].  As always, if you anticipate any issue with this rule, for example you are playing Baran Siegemasters with many 0cm move units, go over it with your opponent during the 5 minute warm-up.

Author:  Chroma [ Mon Dec 07, 2009 4:02 pm ]
Post subject:  Speed Zero Units

Quote: (nealhunt @ Dec. 07 2009, 14:53 )

I drafted an FAQ to add to the NetEA FAQs, but afterwards realized that it would require an exhaustive list of which units should be considered "immobile" and which should be considered "0cm move" because there is no standardization on the Unit Data Sheets.

The thing is, the "correct" usage for all models with either 0cm or immobile can be cleared up in the NetEA army book.

The various Army Champs just have to indicate which is which and then we "make it so".

Author:  Evil and Chaos [ Mon Dec 07, 2009 4:05 pm ]
Post subject:  Speed Zero Units

As long as I remembered to note that the DKoK Missile Bunker is truly immobile, I don't see a need to change any stats in the DKoK list.

I was just asking a little question. :)

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