Allied movement typo?

By sack1unch, in Dust Warfare

The rule book states that the Grim reapers, the Hammer Boys, and The Tank kilers, can move 12"

Their respective heroes with jump can only move 6

Now, for a hero to join a unit, it must have same ARMOR and same move?

Which one is right?

With a movement of 12" can they march for a crazy number of 24"??

sack1unch said:

The rule book states that the Grim reapers, the Hammer Boys, and The Tank kilers, can move 12"

Their respective heroes with jump can only move 6

Now, for a hero to join a unit, it must have same ARMOR and same move?

Which one is right?

With a movement of 12" can they march for a crazy number of 24"??

Who knows for sure, normally you might be able to reference with Dust Tactics where they move twice as fast as normal troops so would be 12", but you can't apply DT stats to DW as so much has changed.

its probably a typo in all liklihood

Sure is, but we don't know which of the profiles is correct. Having a 12/24" move and unable to react to them does seem a bit OTT.

in the games ive played it hasnt been a huge issue, though a friend of mine just dropped cash on an all tier 3 allied list, so i may be proved dangerously wrong. From experience of allied jump infantary however, a 24 inch move isnt as scarey as it sounds.

I know people can complain about the Hammers, but I would find them pretty useless if their move was only 6".

I don't feel like it's an incredible disadvantage to play against the allies but looking at the associated heroes indicates on an inconsistency in movement, meaning they A: Can't group up or B: One of the stats is off.

Not being able to react to movement plus the speed does feel a bit much, They would still kick A** with fast and jump.

They do tend to be the squads that end up breaking me.

i think this has to be a typo Oz and Rhino have the same heavy armour and jump packs as Reapers and Hammers.

Action Jackson is a good example of a non-jet packed armoured Hero and his movement is 6"

Kasper Hauser said:

i think this has to be a typo Oz and Rhino have the same heavy armour and jump packs as Reapers and Hammers.

Action Jackson is a good example of a non-jet packed armoured Hero and his movement is 6"

Or the Reapers and Hammers have the same heavy armour as Oz and Rhino and move 6"

They are also jump packs not jet packs, that allow a model to jump, there is nothing in the rules that say jump pack troops move 12", all we have are 2 sets of conflicting move stats and either could be right.

Or [technically] both could be right, but I am doubting that.

Major Mishap said:

Kasper Hauser said:

i think this has to be a typo Oz and Rhino have the same heavy armour and jump packs as Reapers and Hammers.

Action Jackson is a good example of a non-jet packed armoured Hero and his movement is 6"

Or the Reapers and Hammers have the same heavy armour as Oz and Rhino and move 6"

They are also jump packs not jet packs, that allow a model to jump, there is nothing in the rules that say jump pack troops move 12", all we have are 2 sets of conflicting move stats and either could be right.

there is some fluff that seems to indicate higher speed, Quote on p.97 mentions materials stolenfrom the Axis Raketentruppen program to give Rangers enhanced speed and that the Rocket Packs were improved in Allied service to give a jump capability.

i think it might be fair to assume the basic rocket pack gives the increased speed and the Jump attribute represents the rocket assisted jump mods.

so these are Not Jump packs but modified Rocket packs happy.gif

however there is no definitive ruling to the movemnet question, but I think this one of several typos in the rules.

Kasper Hauser said:

Major Mishap said:

Kasper Hauser said:

i think this has to be a typo Oz and Rhino have the same heavy armour and jump packs as Reapers and Hammers.

Action Jackson is a good example of a non-jet packed armoured Hero and his movement is 6"

Or the Reapers and Hammers have the same heavy armour as Oz and Rhino and move 6"

They are also jump packs not jet packs, that allow a model to jump, there is nothing in the rules that say jump pack troops move 12", all we have are 2 sets of conflicting move stats and either could be right.

there is some fluff that seems to indicate higher speed, Quote on p.97 mentions materials stolenfrom the Axis Raketentruppen program to give Rangers enhanced speed and that the Rocket Packs were improved in Allied service to give a jump capability.

i think it might be fair to assume the basic rocket pack gives the increased speed and the Jump attribute represents the rocket assisted jump mods.

so these are Not Jump packs but modified Rocket packs happy.gif

however there is no definitive ruling to the movemnet question, but I think this one of several typos in the rules.

The Recon Grenadier fluff tells us that they have genades, but they don't. happy.gif I don't believe these are typo's as such, more likely FFG decided to change stas/rules at the last minute but didn't check every link through.

Yep, and that is with not one but four proofreaders….. happy.gif

Well, allied jump stuff had higher movement values in tactics too. A squad of movement 6 melee guys would just be silly and useless, especially if they get suppressed at all. Remember also that axis has access to the blitz order, which is a pretty potent movement boost on any unit. Seems to me that the squads have the right move values and the heroes don't.

With the rules as written the only units Rhino or Ozz can join are the red devils or heavy command squad…Ozz kind of makes sense with the command squad because he has some ranged weapons…but Rhino doesn't.

Basically, if Rhino can't join the hammers he either has to operate always on his own, or be a glorified meat shield that can't attack when his squad uses any ranged weapons. (or repurpose the rest of the RD/HCS unit as a melee attack squad, which is just dumb…)

Now, I actually like using heros as separate units sometimes, but the elite platoon special order (heroes leaving units to join other units) kind of implies…well…that they'd be able to join other stuff. Seems like this order would be terribly gimped if the heroes in question couldn't actually join anything that's likely to be in their platoon.

Plus, if that is a deliberate movement difference for balance purposes, etc. its pretty half assed. They could have found way better ways to tone them down a bit if thats what they were doing with the different move values.

yep in DT OZZ and Rhino are move 2 troops which equates to the 12" move of Warfare

Unless FFG come out with some sort of FAQ to contradict then I willl play these guys as 12" movers.