Wednesday, February 27, 2013

Rules: Moving Infantry (Ver. 0.52)


Here's the update for Infantry Movement. BTW: We'll be working on Tank Movement and damage next week. CaulynDarr and Eriochrome are currently working up some ideas that I'll share once all these updates are done. :)


Moving Infantry

Compared to most other tabletop wargames, movement in WarStrike 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 the models in a unit may move is determined by three things. The unit's Movement (Mv) characteristic, the terrain that unit is crossing, and the action is is performing.

Movement & Actions


The models in a unit performing an Advance action may all move up to that unit's base Mv characteristic, in inches. Either before or after the unit rolls it's shooting attacks.

The models in a unit performing an At The Double action, may be moved up to double the unit's base Mv characteristic.

Terrain Mobility

There are three standard types of terrain mobility in WarStrike. These are:
  1. Clear Going
  2. Slow Going
  3. Difficult Going
  4. 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 in any way.

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.

None of a unit's models may enter, leave, or cross slow going terrain or obstacles if that unit is performing an At The Double action.

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 terrain piece or obstacle may be considered Slow Going, Difficult Going, or even both.

Impassible

Some obstacles simply can't be crossed in the heat of battle. If an obstacle is considered to be 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 Strike Force will also allow you to pass though them. However, any such movement is always considered to be Slow Going for the unit doing the crossing.

In either case, a model may not end its 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 its movement closer than 2" to any enemy model. Nor may it pass closer than 2" to an enemy model at any point in its 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. Since they don't have our bird's-eye view of the battlefield, a unit approaching a hill also has to be wary of what they might find on the other side.

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 any movement that crosses a hill or hill-step.

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 whose models enter, cross, or leave 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 WarStrike, 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, while others do not.

If a structure has a base, then models on the ground level will count as being in area terrain. 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 its 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 its own rules for how models fight, shoot, & move.

Model Facing

For the purposes of targeting and shooting, all models in WarStrike 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.

Not that a model's facing will affect its ability to both target and fire upon enemy models which lie within or outside of its forward arc. In addition, many units will have different armor or evasion values, depending on whether the enemy model(s) targeting them lie its forward or rear arc.

Turning Models While Moving

At the end of a unit's movement during an Advance action, each of its models may be turned to face any direction.

When a unit moves At The Double, make note of the leader model's starting point. At the end of the unit's movement, each of its models may be turned to face any direction, so long as their facing does not place the leader's starting point within any of their forward arcs.

Unit Coherency

When a unit moves, each model after the first is required to end its move within 2" of another model in the same unit which has already moved.

Falling Back

When the enemy is pummeling your position with everything they have, sometimes it's best to retreat a bit and regain your bearings.

To determine what a unit does when its forced to Fall Back, count the number of surviving models in the unit and compare it to the unit's starting strength.

If a unit still has more than 50% of its starting models, then it has a choice. It may either fire Snap Shots at the enemy without moving, or it may make a Fallback Move.

Units which still have less than 50%, but at least 25%, of their starting models must perform a Fallback Move.

Units which have less than 25% of their starting models are considered destroyed. Remove the unit's models from the table.

All units which complete a Fallback Move may remove one nerve marker.

Fall Back Moves


When a unit Falls Back, it will normally seek a safer position around which to regroup.

The leader of Falling Back unit must move at least as far as its base Mv, and no further than twice its base Mv, towards the nearest Hidden, Concealed, or Obscured position that is closer to the Falling Back unit than it is to an enemy unit.

The other models in the unit must then move at least as far as their base Mv, and no further than twice their base Mv, while remaining in coherency with either the leader, or another model in the unit which has already finished its fall back move.

Rout Moves

If there is no obviously safer position around which to regroup, then a Falling Back unit will simply run away as fast as it can!

If no Hidden, Concealed, or Obscured position is closer to the unit's leader than to the enemy, then the normal Fall Back Move becomes a Rout Move. In a Rout Move, each model in the unit must move at least twice its base Mv directly away from all enemy models that it can see.

No model from the unit may end its move closer to a visible enemy model than it was before it moved. Any models which cannot do this, are forced off of a table edge, or which cannot end their movement in coherency with a model that has already moved; is considered destroyed and removed from the table as a casualty.

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.

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