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 Post subject: Movement modifiers
PostPosted: Sun Apr 13, 2014 7:46 am 
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Joined: Tue Jan 21, 2014 9:50 am
Posts: 16
How movement modifiers strefy maximal distance that given model can cover per turn? Ex.
Legionnaries have 4 movement value, so their max move per turn is 8 and engegament is albo 8. That are these values, wten Legionnarie squad has a Necromutant leader(he gives +1 movement value). My initial thought is max engage is now 9 for the undead and max move is also 9' Am I right? That if there is Golgotha lear for a further +1 modifier? Do these two value go to 10?


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 Post subject: Re: Movement modifiers
PostPosted: Sun Apr 13, 2014 8:20 am 
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I would say no. In your example 8 is the highest movement which is possible.
If they get negative modifiers it is possible to reduce them with positive modifiers like the examples you have given.
But at the end the maximum movement is 8.


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 Post subject: Re: Movement modifiers
PostPosted: Sun Apr 13, 2014 10:58 am 
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Posts: 253
micmellon wrote:
I would say no. In your example 8 is the highest movement which is possible.
If they get negative modifiers it is possible to reduce them with positive modifiers like the examples you have given.
But at the end the maximum movement is 8.


No, no, no. Anything that modifies movement VALUE (which both the NM Leader and Golgotha does) also affects how long a model can travel. What it says in the rules is that no model may travel further than their MV (Movement Value) x2. Since MV is being modified, it means the model can travel further, as nowhere does it state that it's the unmodified movement value of the model. This means that UL with a NM Leader can engage at 10", and at 12" if within Golgothas influence.

However. Things which affects Movement are NOT doubled, but (per the example on pg. 27 of the rulebook) add a flat modifier to the total distance allowed to travel during a turn. So IF the NM had modified Movement (and not Movement Value), the UL would have been allowed to engage at 9".


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 Post subject: Re: Movement modifiers
PostPosted: Sun Apr 13, 2014 2:55 pm 
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So You're saying that MV is modified first, than the maximum movement rate or engage distance is calculated? It doesn't brake mathematical principles (multiply first, additions second)?


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 Post subject: Re: Movement modifiers
PostPosted: Sun Apr 13, 2014 3:08 pm 
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boskiche wrote:
So You're saying that MV is modified first, than the maximum movement rate or engage distance is calculated? It doesn't brake mathematical principles (multiply first, additions second)?

It doesn't break mathematical principles because it changes the first value. Consider MV to be X. In this case, you change X before multiplying, thus you get a different final allowed move.


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 Post subject: Re: Movement modifiers
PostPosted: Mon Apr 14, 2014 7:28 am 
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Location: Germany, Göttingen
Movement Value modifiers: (MV +/-/x modifier) x2 = maximum movement
e.g.: Bauhaus Hussars (MV 5) with Schnell! Schnell! Schnell! (+1 to MV) can move maximal (5+1) x2 = 12" per activation.

Movement modifiers: (MV x2) +/-/x modifier = maximum movement
e.g.: Cybertronic Cuirassier (MV 6) with Femoral Enhancement (+1 to movement actions) can move maximal (6x2) +1 = 13" per activation.

You just have to look closely to the wording of the modifier.


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 Post subject: Re: Movement modifiers
PostPosted: Mon Apr 14, 2014 7:29 am 
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Joined: Wed Mar 05, 2014 10:36 am
Posts: 58
As I remember, but doesn't have book with me right now, that was explained somewhere, that modificators may be 2 kinds:
1. to movement value, that changes your stat line
2. to movement, that is added to the move distance

Well... the Deus was quicker


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 Post subject: Re: Movement modifiers
PostPosted: Mon Apr 14, 2014 8:26 am 
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Joined: Tue Jan 21, 2014 9:50 am
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Ok, so in WZR it is simlar to Warmachine, where there were SPD modificators and Movement modificators. First group were applied as a base value than multiplied (if necessary), the second gropu were added to a score after multiplication.


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 Post subject: Re: Movement modifiers
PostPosted: Sun Apr 20, 2014 5:07 am 
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Joined: Thu Feb 28, 2013 5:19 pm
Posts: 105
Location: Pais Vasco - Spain
Under General Rules (PDF 1.1 page 4)

Modifiers
Modifiers follow the mathematical principle: first multiply then divide, add then subtract (i.e. 3x2+2= 8).


Undead Legionnaires + Necromutant + Golgotha
(4x2)+1+1= 10" CORRECT
(4+1+1)x2= 12" NOT CORRECT


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 Post subject: Re: Movement modifiers
PostPosted: Sun Apr 20, 2014 5:17 am 
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Joined: Thu Feb 28, 2013 5:19 pm
Posts: 105
Location: Pais Vasco - Spain
This is like this from the Beta 1.0!!
This example was of the first Ruleset.

For example, Alakhai has movement 5 and wants to charge, then uses the Strategy Card “Rage (adds +3 to movement)’’. He will therefore charge 13” (5” x2 for charging +3” for strategy card).

Necromutants, Golgotha, Schnell! Schnell! Schnell!, Femoral Enhancement, Unleash Card... all them are 'add'+X, so all of them are AFTER X2 of Engage/Run/Vehicles x1/x2/x3 movement


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