Well, the kids are less sick, and the workmen aren't here today banging around the upstairs bathroom. So here (finally) are the updated Movement rules. I'm sure they'll need some more expansion/cleanup later, but I wanted to get them out to everyone so that I can get back to the Shooting rules.
Moving Infantry
Compared
to most other tabletop wargames, movement in M42 is extremely simple.
Tactically however, movement is also extremely important. As the positions of
your units relative to the enemy will determine how far they can see, and how
difficult they will be for an enemy to hit with ranged weapons.
Movement Distance
How
far a unit may move is determined by a combination of a unit’s Movement (Mv)
characteristic, the terrain that unit is crossing, and it’s current Action.
Movement & Actions
The
models in a unit performing an Advance action may move up to that unit’s base Mv characteristic, in inches.
While in a unit performing an At The Double action, each model may be moved up to double the
unit’s base Mv characteristic.
Mobility
There
are three standard levels of Mobility in M42. These are:
1. Clear Going2. Slow Going3. Difficult Going4. Impassible
1. Clear Going
If
a terrain or obstacle is considered to be Clear Going, then crossing it does
not affect the unit’s movement at all.
2. Slow Going
Slow
Going terrain or obstacles will prevent units from running across them freely.
Forcing them to move more slowly in order to maintain their formation.
A
unit may not move At The Double when any of it’s models are crossing Slow Going
terrain or obstacles.
3. Difficult Going
Terrain
or obstacles which are considered to be Difficult Going do not restrict a unit
from moving At The Double. But they will slow the movement of individual models
crossing them by one-half, rounded down.
Note
that a particular a terrain piece or obstacle may be considered either Slow
Going, Difficult Going, or even both.
1. Impassible
Some
obstacles simply can’t be crossed in the heat of battle. If an obstacle is
considered Impassible, then no models may enter, land on, or cross it in any
way.
Moving Through Friendlies
Models
in your own unit will always step aside to make way for their fellow troops.
You may therefore move through models in the same unit without penalty.
Models
from other units in your Task Force will also allow you to pass though them.
However any such movement is always considered to be Slow Going.
In
either case, a model may not end it’s movement on top of another friendly
model. They’re not going to be that
accommodating!
Moving Around The Enemy
The
enemy is not going to simply stand aside as you attempt to move past them!
During
the Action Phase, no model may end it’s movement closer than 2” to any enemy
model. Nor may it pass closer than 2” to any enemy model at any point in it’s
move,
Movement & Hills
Obviously,
it’s harder for a unit to climb a hill than it is to run down the other side of
it. A unit approaching a hill also has to be wary of what they might find on
the other side, and move cautiously.
Movement from the table onto a hill, or from one hill-step to a higher one, is always considered to be Slow Going. As is movement that crosses a hill or hill-step.
Movement from the table onto a hill, or from one hill-step to a higher one, is always considered to be Slow Going. As is movement that crosses a hill or hill-step.
On
the other hand, movement from a hill to the tabletop, or from a higher
hill-step to a lower one, will always be considered to be Clear Going.
Movement & Area Terrain
Area
Terrain of any kind is always considered to be Slow Going for any unit who’s
models enter, leave, or cross it.
Movement & Obstacles
If
a Linear or Point Obstacle is 2” or less in height, then it is always
considered to be Slow Going.
Obstacles
which are over 2”, but less than 4” in height, are considered to be both Slow,
and Difficult Going. While any obstacle which is over 4” in height is always
considered to be Impassible.
Movement & Structures
In
M42, Structures represent the walls and floors of buildings. Whether they are
intact, or half destroyed, as in a ruin.
Models
crossing the vertical walls of a structure always treat that movement as
Difficult Going. Unless there is a door, window, or other hole available
through which to move.
Models
moving from a lower level to a higher level in a structure will always treat
that movement as Difficult Going. While movement from a higher level to a lower
level will always be considered to be Clear Going.
Structures & Their Bases
Note
that some structures will have bases. Which represent Area Terrain. While
others do not. If a structure has a base, then models on the ground level will,
as per the Area Terrain rules, be in Slow Going. While models on the ground
level of a structure that lacks a base will be in Clear Going.
Movement & Close-Combat
Note
that a unit is considered to be in Close-Combat if any of it’s models end their moves within 6” of an enemy
model.
Once
the current player’s Action Phase is over, all Close Combats will be resolved
in the Close Combat phase. Which has it’s own rules for how models fight,
shoot, & move.
Model Facing
For
the purposes of targeting and shooting, all models in M42 have 2 facings. A
Forward Arc in front of the model, and a Flank Arc behind and to the sides of a
model.
To
determine the facing of a particular model, trace a line between the center of
the model’s shoulders. Any model in front of that line, or touching it, is in
the model’s Forward Arc. While any model completely behind that line is
considered to be in it’s Rear Arc.
Turning Models
At
the end of a unit’s movement, in either an Advance, or an At The Double action,
it’s models may be turned to face any direction.
Normally,
a unit’s models may also turn to face any direction after an enemy unit has
been targeted, but before they actually fire.
Note
that a model’s facing will affect it’s ability to both target and fire upon
enemy models which lie within or outside of it’s forward arc. In addition, many
units will have different armor or evasion values, depending on whether the
enemy model(s) targeting them lie it’s forward or rear arc.
Unit Coherency
When
a unit moves, it’s models are required to end their individual moves within
Coherency of another model which has already moved. In M42, the standard unit
coherency value is 2”.
Special Rule: Leaper
Units
with the Leaper special rule are, due to advanced technology, training
(Parkour!), or novel genetics, able to jump effortlessly over obstacles that
would normally slow a human.
A
unit with the Leaper special rule always treats hills, and movement from one
level of a structure to another, as Clear Going.
In
addition, they will treat any obstacle of 2” or less as Clear Going; obstacles
between 2” and 4” high as merely Slow Going, obstacles 4” or more inches high
as both both Slow and Difficult Going, and obstacles 6” or higher as
Impassible.
Special Rule: Limited Vision
Units
with the Limited Vision special rule may not turn at all during an Open Fire
action.
Special Rule: Spread (n”)
Units with the Spread (n”)
rule replace the normal unit coherency of 2” with the value in the parenthesis.
(End Rules)
Thoughts?
(End Rules)
Thoughts?
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