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I suspect I've missed something important here, but what stops a vehicle driving up on top of terrain like an armoured container?

 

As far as I can see, the rules only refer to models, and make no distinction between infantry and vehicles (apart from using the upper levels of ruins). 

 

The question comes out of a recent game. My opponent wanted to charge his dreadknight over a ruin (a small, L-shaped wall). On the one hand, only infantry can pass through ruins; on the other, the ruin was (in places) less than 2" high, so could be ignored for movement purposes. We decided that, as a walker, the dreadknight could obviously step over the wall - but is that correct by the rules?

 

In short, where are the rules governing the interactions between vehicles and terrain?

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Good question - Though the answer would be easy but not that much it appears.

 

In fact, as you underlined, rules apply to Models, so within exceptions of the specific terrain rules disclosed in the rule book form page 44 to 48, I would conclude that, in general, vehicles can move over terrain whatever the height would be, applying the rules for vertical movement.

(as examples of specific rules that can affect vehicles, I would quote  "the model’s base does not overhang the terrain feature" - in "hills" section for ending movement on top. As well as other same type of comments in other descriptions of terrains.)

 

I wuld draw attention on the determination of route lenght: I would also consider that the clarificactions given for flyers are applicable / the same philosophy can be used to generalize how to determine the distances. Part of the obstacle being 2" tall or less is one thing, but if the model you want to move is 4" large and the section at 2" or less height is narrower, well it might become a point of discussion. I personally would apply the same systematic as for flyers - see rule clarification document. Within this hue, I would otherwise largely agree with the way you solved it.

 

NB: In the case of your example of a ruined wall, well, another point is to know if it is a Ruin (area) or a Barricade. It may have some aditional implications and lead to more opportunities for rule lawyering... for example for LoS and being able to charge or not

Edited by Bouargh

Yeah, I think I need to pin that down with my group. We've always used the smaller wall sections as non-area ruins - that is, they provide cover, but don't have a footprint. I don't think that works anymore, with all ruins becoming in effect obscuring, regardless of height.

 

But in the main point, I can't see that anything stops me driving a Baneblade up onto a landing pad, as long as the tank has the movement and the pad is big enough. Or a Russ up on top of the bigger AdMech platforms. Which feels a bit silly.

1 hour ago, Rogue said:

But in the main point, I can't see that anything stops me driving a Baneblade up onto a landing pad, as long as the tank has the movement and the pad is big enough. Or a Russ up on top of the bigger AdMech platforms. Which feels a bit silly.

 

Exactly/can´t agree more. But looks like it is how it works to my understanding (remind the motto "Simplified, not simple" with 200% application to granular rules for terrain feature :teehee:)

 

-> Everyone gets a Batmobile jumping from roof to roof nowadays...

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