Let's talk about special movement

Graywinter

Mongoose
Ok, can anyone explain to me why I would not want to take a track special movement action?

  • Ignores the effects of terrain.

    Allows a double move plus a shoot or charge action at any time during the movement (page 15)
I have a track of 10" so I can move 5", shoot, then move 5 more inches. Amazing.

Why would I take a regular movement action? I'm going to have to reroll the shooting dice on a hit if I move 1" or 10". If I make a normal move, I will have to reduce my speed for difficult terrain.

Feels, odd, somehow.
 
I agree that there's very few times. Backing out of reaction range of infantry menacing you with AT weapons and mines is one of them, Move out of reaction range so they don't get a free Move from your Ready action, then move again to make good your escape!

Also, your Tracks movement doesn't let you Charge. I used an M4A1(76) sherman to Charge a Panther in the side and took it's last Hit, killing it! Then I turned the turret and sprayed the infantry nearby with my second action: bonus! :twisted:
 
Graywinter said:
You can charge as part of a track move. Check page 15.

I stand corrected!

Thanks for pointing that out. I guess then it's just that I was able to Charge and Shoot in one turn. Interesting.
 
Agreed, I've mentioned this a few times already. What we now do is to not allow shooting while performing Track/Wheeled movement which is now defined as a fast or evasive manuevre, instead the vehicle gets a Dodge Save bases on their maximum track speed.
up to 6" - 6+
6" - 12" - 5+
over 12" - 4+

This now gives your light tanks and scout cars the possibility of actually using their speed to good effect and not rely on non-existant armour for protection.

With the current rules, light vehicles will almost certainly perish whever it goes to cover, moves quick or even a Tiger moving and shooting - it WILL be blown to pieces. This new idea does allow some evasive manueuvre to avoid the inevitable.
 
I'm not in favor of any rule that requires you to remember what action a unit took last. Its all too easy to get distracted and forget in the excitement of the game. I guess you could use counters or something.

Still, the idea is solid, but I think we're going to just end up going with rerolls on special moves only, not on regular moves.

That gives us a reason to make normal moves (to avoid re rolling hits) and a reason to use special moves (To bypass terrain and maneuver into good firing positions)

I only asked this question to see if I was just missing the point, but I guess not :)
 
The point of the special movement is to make vehicles faster without having to alter the rules for Move actions. If you set their base move too high like a Move 12", you allow it to have 24". Obviously that's too fast so you would have to add a rule that you can only move for one action as a vehicle which would likely result in greater outrage, confusion and frustration by the masses.

Rerolls. I'd leave it for a few games and see how much diffence it makes. My guess is you'll be declaring the double move & shoot most times anyway.
 
In the games we have done, we only make a re roll if you do the track move. It works just fine and keeps vehicles from zooming all over the place popping shots left and right with astounding accuracy.

Make a normal move, and you can fire normally. We like it, and prefer it to the rule in the book.
 
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