"Moving the Immobile?" Topic
5 Posts
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LaserGrenadier | 15 Mar 2017 7:53 a.m. PST |
I am trying to understand why immobile guns now have a movement rate in the 4th edition. Previously, they had to be towed or loaded onto a vehicle. Now they have a 2 inch terrain dash, 4 inch cross country dash and a 6 inch road dash! How are they moving? I can't picture an 88mm flak gun crew pushing their gun down the road (even with the wheel units attached), and the movement rates are too low to be the rates at which the weapons move when towed. Does anyone have any insight into this? I am leaning toward just going back to the "immobile guns cannot move" rule. |
VonBurge | 15 Mar 2017 8:45 a.m. PST |
That's all you'll be doing anyway. When does a 2" move, or even a 6" move that does not allow shooting do any good? In my last V4 game I had a platoon of PaKs that for all practical purposes were effectively "stuck" in place. Moving guns without transport just won't be worth the effort in most cases, "immobile" or not! |
Extra Crispy | 15 Mar 2017 12:22 p.m. PST |
It cuts down on the number or rules, charts and exceptions. After all, shorter is always better with rules, right? |
Lion in the Stars | 16 Mar 2017 3:01 a.m. PST |
I'm all in favor of fewer exceptions to rules. |
wizbangs | 30 Mar 2017 5:04 a.m. PST |
I'm guessing it represents hitching up the transport, moving it & unhitching in the same turn, for example, if the enemy has ranged in in the gun position. Artillery typically keeps transports nearby so they can move if counter-battery fire gets too close. So, it's taking out all of the detailed steps to make that actually happen. This is just a guess- I didn't move to 4th edition, but I've gotten pretty good at relating to what they seem to be attempting to achieve through 3rd edition. |
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