Tactical Command
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skimmers and roads
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=21788
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Author:  AgeingHippy [ Mon Nov 14, 2011 6:32 pm ]
Post subject:  skimmers and roads

Hello all

Although it may seem obvious, it is not explicitly stated anywhere...

I would assume that skimmers do NOT get the road movement bonuses?

If this is correct, is it mentioned anywhere since neither the terrain or skimmers sections state they do not.

Thanks

Author:  zombocom [ Mon Nov 14, 2011 6:33 pm ]
Post subject:  Re: skimmers and roads

They DO get the bonus, because, as you mention, it doesn't say anywhere that they don't get it.

Yes, it's silly.

Author:  Dave [ Mon Nov 14, 2011 6:36 pm ]
Post subject:  Re: skimmers and roads

Same goes for units with a move of 0. Apparently they're easier to drag along while on roads.

Author:  AgeingHippy [ Mon Nov 14, 2011 6:41 pm ]
Post subject:  Re: skimmers and roads

Dave wrote:
Same goes for units with a move of 0. Apparently they're easier to drag along while on roads.


Erk! So would that apply to landed Thunderhawks for example?

As a matter of interest, what type of units have a movement of 0? (All I know are landed aircraft and drop-pods, neither of which I have fielded yet)

Author:  Ulrik [ Mon Nov 14, 2011 7:17 pm ]
Post subject:  Re: skimmers and roads

AgeingHippy wrote:
Dave wrote:
Same goes for units with a move of 0. Apparently they're easier to drag along while on roads.


Erk! So would that apply to landed Thunderhawks for example?

As a matter of interest, what type of units have a movement of 0? (All I know are landed aircraft and drop-pods, neither of which I have fielded yet)


It's possible to have a unit with move Immobile, these can't move even on roads. With some care in list design there shouldn't be any problems - especially artillery pieces like Kriegs og Barans should be able to be moved even if they're move 0.

Author:  Dave [ Mon Nov 14, 2011 7:17 pm ]
Post subject:  Re: skimmers and roads

Given that most AC have a move of "n/a" I don't think that qualifies them for the +5cm for road movement (like a move of 0cm would). You'd have to have a move to begin with and not be classified as "n/a" or "immobile" in order to get the bonus.

Unfortunately the last paragraph of 4.2.5 muddies the waters when it says that all landed AC are treated as a ground unit with a speed of 0. However it does go on to note that they may not move.

Author:  Mephiston [ Mon Nov 14, 2011 7:32 pm ]
Post subject:  Re: skimmers and roads

Landed A/C's shouldn't get the road bonus, everything else does.....may be worth an FAQ...hmmmm.

Author:  Dave [ Mon Nov 14, 2011 7:33 pm ]
Post subject:  Re: skimmers and roads

Agreed. Another that notes the difference between moves of "n/a", "immobile" and "0cm" might be a good idea too.

Author:  zombocom [ Mon Nov 14, 2011 7:35 pm ]
Post subject:  Re: skimmers and roads

Dave: on this subject, the Synapse Node should be immobile rather than 0cm...

Author:  Dave [ Mon Nov 14, 2011 7:35 pm ]
Post subject:  Re: skimmers and roads

Yep, noted.

Author:  Mephiston [ Mon Nov 14, 2011 7:48 pm ]
Post subject:  Re: skimmers and roads

Need to check on what that does re-garrison? Sure garrison is 0cm no immobile...

Author:  zombocom [ Mon Nov 14, 2011 8:07 pm ]
Post subject:  Re: skimmers and roads

Indeed, but I don't think immobile is actually ever mentioned in the rules anyway.

Author:  Dobbsy [ Tue Nov 15, 2011 3:10 am ]
Post subject:  Re: skimmers and roads

Immobile appears on the Drop pod.Perhaps Immobile means it can't be moved by any other means whereas field guns etc could be towed etc..?

I'd like to know what to use though Dave as I've been putting Immobile in the army book for 0cm moves....

Author:  Dave [ Tue Nov 15, 2011 3:46 am ]
Post subject:  Re: skimmers and roads

I think we're in agreement here that Immobile (Necron Pylon) means it can't move, ever. 0cm means it could move if it were on a road.

If you're unsure send a list of the immobile/0cm units to Meph, Chroma and I. We'll make a call.

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