A minis base may not overhang off a ledge.

By Digimortal, in Rules

This ruling under cohesion added in the upcoming RRG raises some questions for me, such as what to do with The T-47 when it flys over buildings or walkways?

I guess the main point that needs clarifying is whether it is acceptable to have units overhang a ledge when placing or moving units normally, but not when placing them in cohesion?

Same rule is in the “Movement” section, so it seems to apply to unit leaders as well. I really don’t like this restriction on repulsor vehicles, but understand why it exists. It means you would need to completely clear a piece of terrain or abbreviate your move.

It certainly pushes terrain to be less about looks and more about function. If you want landing pads, you’d better have some wide (at least 4”), flat pieces height 1 and 2!

This is one of those points that is a new clarification in the latest RRG, but has been verbally specified for a while by the designers. A mini's base can be uneven after movement if there's small terrain poking up underneath it, but it can't overhang off the side of a ledge. For some reason, even though both things were said around the same time, the first point made it into the last RRG and the second not until now.

Fare enough, seems a bit weird to me, unfortunately I have focused alot on style llish terrain will likely have to house rule at home.

think the point of this is to prevent players from saying that a fence that is about a inch or two wide is wide enough for a mini to place on, including speeder bikes and atrt, i think they mainly put this in due to the new clamber rules on impassible terrain also, as any wall taller than the mini they can now clamber over and at the top of a thin wall they would "sit" there to prevent the double rolling of dice.

1 hour ago, Digimortal said:

Fare enough, seems a bit weird to me, unfortunately I have focused alot on style llish terrain will likely have to house rule at home.

Yep, I have a bunch of MDF stuff I purchased that isn’t fancy, but every house has domed tops and little room for minis. Fortunately, they have a small enough footprint that repulsor tend to fly right over.

I assume you bought the TTCombat stuff? How is it?

Yeh I bought the silos, cantina and palace towers etc, nearly finished painting it all up.

Great value for money, the palace was the only item that was not sturdy and I ended up using tissue paper to cover the roofs on some to seal gaps etc.

Out of interest what happens if a repulsor vehicle can only end overhanging a ledge?

Only saw them on pictures but i assume you can remove the dome and seal the gaps for the (paper)dome so that there is enough space for units to stand on.

18 minutes ago, Digimortal said:

Out of interest what happens if a repulsor vehicle can only end overhanging a ledge?

A mini's base cannot be placed such that any part of it
overhangs a ledge. RR 1.2.0 p. 40
A repulsor vehicle is also a mini (as every unit), so it takes dmg for not completing its compulsary move. You should be able to end your normal movement not on a cliff or else I would say you can't move.
Edited by Staelwulf
Corrected rule reference
5 minutes ago, Staelwulf said:
A repulsor  vehicle is also a mini (as every unit), so it will       be de  stroyed! 

Not necessarily destroyed, but it will have to perform a partial move and take damage equal to its speed.

I’m really hoping this was an oversight and repulsors should be excluded. Or the speeder keyword allows them to be exempt via ignoring the terrain they’re on.

Edited by nashjaee
Just now, nashjaee said:

Not necessarily destroyed, but it will have to perform a partial move and take damage equal to its speed.

You caught me before edting :D

Fingers crossed this is an oversight or repulsors are going to end up even harder to fly.

Can units make two moves in a row even if they would have ended the first one overhanging? Cause that would largely solve the issue of compulsory repulsor moves.

Edited by TauntaunScout
3 minutes ago, TauntaunScout said:

Can units make two moves in a row even if they would have ended the first one overhanging? Cause that would largely solve the issue of compulsory repulsor moves.

No, they have to be in a legal position at the end of each move. That's why they changed the clambering rules for going over a fence or wall in the most recent RRG update.

21 hours ago, nashjaee said:

Not necessarily destroyed, but it will have to perform a partial move and take damage equal to its speed.

I’m really hoping this was an oversight and repulsors should be excluded. Or the speeder keyword allows them to be exempt via ignoring the terrain they’re on.

It would depend on the terrain type during your compulsory move. A building that you just happen to not be able to land on would mean you need to stop short (taking damage equal to your speed) or adjust your flight path allowing you to make a full move (taking no damage). However, if the terrain is difficult:

“While performing a compulsory move, if a unit's maximum speed is reduced due to the effects of difficult terrain,
that unit is still considered to be performing a move at its maximum speed .”

I suppose this means if you’re flying your speeder through ruins (the only terrain listed as difficult for repulsor vehicles) that are taller than X in speeder-x, it’s movement would be reduced to 1??? This is really strange errata. Also, speeder bikes can’t fly through dense forest? Why were they even on Endor?

Edited by smickletz
Errors in initial post

Between this and squad leaders exiting and reentering the table via a V shaped turn, the letter of the rules are getting really silly at this point.

34 minutes ago, TauntaunScout said:

Between this and squad leaders exiting and reentering the table via a V shaped turn, the letter of the rules are getting really silly at this point.

I'm not a fan of the overhanging bases rule, will likely house rule it for home games. But the re-entering the field of play rule is fine by me. Can't do that in real world sport, seems applicable in a table top game for clarity sake.

8 hours ago, smickletz said:

Also, speeder bikes can’t fly through dense forest? Why were they even on Endor?

...did you watch the movie? They were not exactly good at flying without hitting the trees 🤣

13 hours ago, New Zombie said:

I'm not a fan of the overhanging bases rule, will likely house rule it for home games. But the re-entering the field of play rule is fine by me. Can't do that in real world sport, seems applicable in a table top game for clarity sake.

It would have been pretty clear to write it that if any part of the base leaves the table edge it's gone. Like every other minis game. As it is it seems designed for creating weird moments.

Vehicles crashing into everything that doesn't meet certain increments of distance is just bad game play. I can live with it, just like I can live with the weird abstraction that is "charging" in WFB and even worse in KoW... but, I hope they fix it somehow soon.

Edited by TauntaunScout
1 hour ago, TauntaunScout said:

It would have been pretty clear to write it that if any part of the base leaves the table edge it's gone. Like every other minis game. As it is it seems designed for creating weird moments.

Vehicles crashing into everything that doesn't meet certain increments of distance is just bad game play. I can live with it, just like I can live with the weird abstraction that is "charging" in WFB and even worse in KoW... but, I hope they fix it somehow soon.

The new RRG update that goes into effect in a few days does specify that if the tool leaves the playing area, or the base would leave during the movement, then the unit is destroyed.

Honestly, I'm mostly annoyed with vehicles crashing into things that would otherwise be ignored just because they end their movement on that position. Apparently T-47s and Speederbikes need to land a LOT more frequently than depicted in the films.... Combine with "no overhanging" I agree that this further limits the effectiveness of Repulsor vehicles and is a sillier abstraction than normal.

I'm not really criticizing, just sort of bemused...do y'all really have such dense and specifically-shaped terrain that so many of your compulsory movements end up on top of it? For me (aside from having had the ledge understanding for a while), it's pretty easy to either avoid terrain or use stuff with a sufficiently large top surface. It didn't occur to me this clarification would cause such distress.

16 hours ago, TauntaunScout said:

Between this and squad leaders exiting and reentering the table via a V shaped turn, the letter of the rules are getting really silly at this point.

On the contrary, the rules gets tighter and tighter with each update. Ambiguous interactions and phrasing get clarified each time. The speeder overhang is really the first thing I’ve had a real issue with. Just to be clear, exiting and reentering the table is not allowed.

5 minutes ago, Turan said:

I'm not really criticizing, just sort of bemused...do y'all really have such dense and specifically-shaped terrain that so many of your compulsory movements end up on top of it? For me (aside from having had the ledge understanding for a while), it's pretty easy to either avoid terrain or use stuff with a sufficiently large top surface. It didn't occur to me this clarification would cause such distress.

Yes 😁 . I think this game is orders of magnitude more interesting when there is plenty of terrain. Not quite as much as an Infinity table, but not too far off. I also play with flat-topped buildings, but they’re odd shapes (hexagons or octagons) so an airspeeder would have to land in exactly the right spot to avoid overhangs.

More restriction means that the speeder’s approaches are more predictable.

8 minutes ago, Turan said:

I'm not really criticizing, just sort of bemused...do y'all really have such dense and specifically-shaped terrain that so many of your compulsory movements end up on top of it? For me (aside from having had the ledge understanding for a while), it's pretty easy to either avoid terrain or use stuff with a sufficiently large top surface. It didn't occur to me this clarification would cause such distress.

Yes it is dense , and the problem isn't just being large enough, your movment has to end perfectly on the top of that building, not a hair forward or back. So if the compulsory move would end with the barest mm of your base hanging over, you can't land there.

A few of the players in my area LOVE making terrain, and much of it is dense urban terrain. Almost all of the terrain features vertical components at Height 1-2, of various sizes.

13 hours ago, Turan said:

...did you watch the movie? They were not exactly good at flying without hitting the trees 🤣

Yeah, absolutely understand that! But take a look at the first line of this article on the bikes: https://www.fantasyflightgames.com/en/news/2018/2/23/racing-into-action/

44 minutes ago, Turan said:

I'm not really criticizing, just sort of bemused...do y'all really have such dense and specifically-shaped terrain that so many of your compulsory movements end up on top of it? For me (aside from having had the ledge understanding for a while), it's pretty easy to either avoid terrain or use stuff with a sufficiently large top surface. It didn't occur to me this clarification would cause such distress.

I am definitely looking into terrain that works well with all types of units. I think it’s important to provide both terrain that makes navigating tough but also allows you to use the advantages of units as well. Definitely makes the game more fun, strategic, and interesting. I agree that it’s been known for awhile so shouldn’t cause any new distress, but it stinks that the T-47 has a huge base and should have the easiest time going over buildings.