Repulse ruling

By cookluke5150, in Rules

Still not clear on FFG new ruling on repulse and damage it takes during compiles move. I thought if it has to stop short during compiles it does not take damage if the terrain is lower than 1, like a barrier or short wall?

If you have to stop short for any reason, you take damage. Doesn’t matter what type or height of terrain is involved. Reasons that you might stop short would include:

  • the terrain you’re passing through is too tall
  • the terrain is impassible for you
  • the final position is unstable (this could be, for example, you barely land on a height-1 building, but hanging over the edge enough that the mini falls off)
  • the final position leaves your base at an angle greater than 45-degrees
  • probably other reasons I’m not thinking of right now.
Edited by nashjaee
5 hours ago, cookluke5150 said:

Still not clear on FFG new ruling on repulse and damage it takes during compiles move. I thought if it has to stop short during compiles it does not take damage if the terrain is lower than 1, like a barrier or short wall?

This is what the community guessed the ruling would be, not what it ended up being.

2 hours ago, Thoras said:

This is what the community guessed the ruling would be, not what it ended up being.

Who thought that was the ruling? As I recall the only source for the idea that it wouldn’t suffer wounds was some poster no?

31 minutes ago, Derrault said:

Who thought that was the ruling? As I recall the only source for the idea that it wouldn’t suffer wounds was some poster no?

There was no source I am aware of other than rumours.

Personally I got the impression most of the discussions thought the ‘stop short’ would be the ruling in the end based on an assumption of how speeder would interact with things. That seemed to be the majority opinion in those discussions from what I saw, but it wasn’t ever anything official.

Just community guesses basically.

On 6/12/2018 at 9:04 AM, Thoras said:

There was no source I am aware of other than rumours.

Personally I got the impression most of the discussions thought the ‘stop short’ would be the ruling in the end based on an assumption of how speeder would interact with things. That seemed to be the majority opinion in those discussions from what I saw, but it wasn’t ever anything official.

Just community guesses basically.

"Stop short" has the advantage of being quick and easy, which is best when you need an entire community to agree on one ruling when the rulebook is unclear.

The official ruling, "if it can land flat and not fall over", leads to more ambiguous situations. But that's fine, since it's now the official rule - you don't have to consider both whether the bikes can fit, and consider which rule your opponent is going to be assuming is correct.

Well the rules say 45 degrees. So if it fits and doesn't fall over, it works. It can also fly right over the terrain, if possible. If it face checks straight into a building and stops short, it takes the damage.

You guys know the movement tool bends right? It has to be a pretty incredible placement of terrain, map side, units and vehicle to not have a place to move too.

On 6/23/2018 at 3:01 PM, Mep said:

Well the rules say 45 degrees. So if it fits and doesn't fall over, it works. It can also fly right over the terrain, if possible. If it face checks straight into a building and stops short, it takes the damage.

You guys know the movement tool bends right? It has to be a pretty incredible placement of terrain, map side, units and vehicle to not have a place to move too.

I suspect people are not placing terrain correctly. We played a few games just throwing it down until it looks good, and realized large bases have trouble moving. So we started using the actual rules and left range 1 between terrain and haven't had any problems since.

1 hour ago, Undeadguy said:

We played a few games just throwing it down until it looks good, and realized large bases have trouble moving. So we started using the actual rules and left range 1 between terrain and haven't had any problems since.

The rules don't say "keep one range between terrain", but rather, that terrain can't be placed closer than range one until there's no other valid positions. If you place the big pieces of terrain first (or, last, if your opponent has large bases and you don't... :ph34r: ), then only barricades and smaller things - that vehicles can mostly walk over - will be left to fill the gaps.

13 minutes ago, svelok said:

The rules don't say "keep one range between terrain", but rather, that terrain can't be placed closer than range one until there's no other valid positions. If you place the big pieces of terrain first (or, last, if your opponent has large bases and you don't... :ph34r: ), then only barricades and smaller things - that vehicles can mostly walk over - will be left to fill the gaps.

Like I said, we started to follow the rules. It made the game better.