Difficult terrain and walls

By Forgottenlore, in Imperial Assault Rules Questions

On the cantina map, there is a back room section that is walled off from the rest of the map except for the difficult terrain of the bar.

[_]I[_] [_]I[_]

[_]I[a] [_]I[_]

[_] I [_] [_]

[_] [_] I [_] [_]

(hope the Fizzgrid comes out OK. )

The blue is difficult terrain, there is a wall to the left of "a", is it possible to go from A to B with a single move point? The examples of movement in the don't explicitly address difficult terrain and the difficult terrain section doesn't address corner cases (ha ha). It doesn't seem logical that you could, but I can't find where in the rules it is prevented.

No one knows. Not even the designers. It's just a mystery of the universe...

In all seriousness though I think someone sent an email to FFG about that a little while ago. According to the rules as written, it only costs 1 MP because you're not entering a tile with difficult terrain. But it doesn't look like that should be the case, because the bar goes all the way to the wall. But maybe there's a door there so the bartender can get back there or something :D

Yes, it's 1mp. Only the type of the end space matters for extra movement costs and diagonal movement is possible.

(Why wouldn't designers know?)

(Btw, it isn't called a wall in game terms, which is the black edge of a tile, the red edge is called blocking edge.)

Edited by a1bert

Yes, it's 1mp. Only the type of the end space matters for extra movement costs and diagonal movement is possible.

(Why wouldn't designers know?)

(Btw, it isn't called a wall in game terms, which is the black edge of a tile, the red edge is called blocking edge.)

I was joking about the designers not knowing.

And I called it a wall because that's what it is in the art - at that point I was describing what the artwork seems to depict, not what the game rules say.

I actually thought there was a wall in the spot on the tile. I didn't remember a red line at all.

Edited by Forgottenlore

Real life example - in front of my door to the garden, I have a huge tree. Next to the tree is a flowerbed - when it rains, it becomes really really muddy - difficult terrain. But I don't want to walk around the huge tree... so I hop the corner between the tree and the flowerbed. Its easier to hop the corner than it is to jump the flowerbed further along. Maybe the hero slides along the counter top or something - but going across the corner will always be a lot easier than somewhere in the middle - hence only one MP rather than 2 :D

Yes you can cut that corner for one movement point. I messaged this as a rules question when Twin Shadows came out and that was the response I got.

EDIT: Here's the response I got

"There are no rules restrictions on the diagonal intersection of difficult and other types of terrain. So, in your given example, there would be no movement point cost." - Paul Winchester

And my original topic can be found here.

Edited by RogueLieutenant

I actually thought there was a wall in the spot on the tile. I didn't remember a red line at all.

I remember that it's a red line because I was running all over it with a Nexu in the first mission of the Twin Shadows campaign :D