Jump?

By Crovax20, in Dust Tactics Rules Discussion

Last week I got the revised core set and yesterday evening I played through the campaign up to the counterattack mission on the bridge. After some horrible dice rolling on my side and perfect rolling on my opponents side I got beaten in all but the first mission. The dice rolling probably skewed my perception of the two forces in the box, but I feel that the german forces are FAR stronger than the allied forces.

I just couldn't get rid of those damage resilient bastards, while they pump out insane amounts of damage! (Probably due to his very lucky dice rolling)

Now when looking at the allies they have a unit and hero that have the jump ability. We were scratching our head about this rule, since it seemed that it was pretty pointless being only able to jump over other infantry units (since all the obstacles in the set don't block movement and thus are unjumpable?). Or were we playing it wrong and is Jump more akin to Fast, with the exception that you can jump over a unit that is in the way?

Anyways we both had the feeling the german forces in the box were pretty mean, with an insane damage potential compared to the allies.

Hmm okay 33 views no anwser. I guess I ranted a bit too much.

Does Jump allow you to jump over an empty space as well? Does it work like fast, with the added rule that you can jump over units/obstacles or does it only allow you to jump units/obstacles?

So can I move Rhino 2 spaces anytime, or only if there is a unit in the way? And how does it work with "obstacles" since tank traps don't stop infantry units.

I guess people are confused by your questions and why they are being asked, I mean, why would you want to jump over a square with nothing in it? The rules tell you what can jump over what and how to do it. Jump doesn't work like Fast as it does not grant extra movement, just the ability to ignore some obstacles in the way.

The rulebook was a bit unclear for us, as it only talks about a vehicle with the jump ability.

So basically it comes down to infantry units with jumps can only use jump to jump over other units? Since tank traps and ammo crates are treated like open ground with cover for them?

Just felt weird that a unit with jump could move an extra space when jumping over something but not do it normally.

Rules for infantry jumps are in the same rule section as the vehicle jump, neither gain an extra move space. Infantry can jump over buildings where vehicles can't.

And those troopers with Jump ALWAYS move an extra space compared to normal troops, regardless of their Jump ability,. They have Move 2, while everybody else has Move 1. The Jump ability simply lets them ignore enemy soldiers and buildings while moving. This is not ALWAYS useful, but it can be very powerful strategically. They can move right over several forces and get up close to sensitive targets like the Command Squads.

Like Loophole said the jump ability represents a jet pack. Jump infantry is very fast and can seize objective very quickly. They can also outflank you very fast.

As far as fire power all factions have their prows and cons. I am an Axis player, we have good long range fire power and great assault troops. However I have been slammed by many an Allied army.

Allot depends on the opponent. If you can find an experienced player and play them. The game appears deceptively easy, but is allot more complex than you probably realize.

*slaps himself in the face*

Movement 2?

DUH!

We played them as movement 1….. stupid stupid stupid. That really changes the unit cool.gif .

Note to self: Read stat cards entirely at least twice!

Humm.. yeah. Playing the Jump Troops as Move 1 really wrecks those units.

Have fun zooming around the battlefield!