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Large or Huge characters moving question. Options
darthbinks1
Posted: Tuesday, August 6, 2013 3:04:11 PM
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When I use an at-st, which one of the occupied squares do I start my counting from when I move him?

Second, If I identify a target to shot at with my at-st, does the enemy character not have cover if any one of my occupied squares can see an unobstructed, complete view of the enemy?

Third, did I hear that there was an updated rule that eliminates ridged from all characters?

Fourth, when a large or huge character does move, how does squeezing work? I know that you have to land in an area big enough for the entire base, but how many squares would my at-st need to move through a narrow hallway for example? I'm assuming there is some rule of thumb for this, but I can not find it.

Fifth, when my at-st moves how does it work if only part of him passes over a green or yellow square, is it count as two spaces every time until he is completely clear of it? Also, can my at-st land partially on a green square?
Sithborg
Posted: Tuesday, August 6, 2013 3:26:54 PM
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1. There is no set square you start from. It is generally easiest to start from where you are intending to go.

2. No. To determine if the enemy has cover, you have to trace a line between a corner of where the character occupies to all the other corners of the space(s) that the enemy occupies. You can choose the best corner if you want, however.

Any point of the attacking character's edge can be used to determine LOS, however.

3. For official play, Rigid is ignored.

4. There is a good diagram on squeezing in the rulebook. Essentially you reduce the character's length/width by half, rounded up. So, Large characters can squeeze into a hallway 1 square wide, and Huge can only go through hallways 2 squares wide. Not entirely sure about the second part of your question, as squeezing doesn't affect movement speed, and you noted that the character must end their movement in a legal spot.

5. If a part of a large or huge character moves through terrain that affects movement, then it affects the whole character. So it takes a lot of movement for a Huge to move through just a little spot of hindering terrain.
darthbinks1
Posted: Tuesday, August 6, 2013 3:44:32 PM
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[quote=Sithborg]1. There is no set square you start from. It is generally easiest to start from where you are intending to go.

2. No. To determine if the enemy has cover, you have to trace a line between a corner of where the character occupies to all the other corners of the space(s) that the enemy occupies. You can choose the best corner if you want, however.

4. There is a good diagram on squeezing in the rulebook. Essentially you reduce the character's length/width by half, rounded up. So, Large characters can squeeze into a hallway 1 square wide, and Huge can only go through hallways 2 squares wide. Not entirely sure about the second part of your question, as squeezing doesn't affect movement speed, and you noted that the character must end their movement in a legal spot.


1. So, if I move six spaces with my at-st and land with that square being in the upper left section of my base (from my point of view sitting behind the at-st), the at-st's next turn, next round I can start counting 6 -12 squares starting with the furthest right occupied square if I want? It seems like that is actually allowing to go further than 12 spaces, but maybe that's just an inherent advantage for Huge characters?

2. So, if any square my at-st is occupying has complete, unobstructed sight to the targeted enemy's complete occupied square, that enemy does not have cover, right?

Also, can my at-st land partially on a green, elevated square?
Sithborg
Posted: Tuesday, August 6, 2013 4:53:13 PM
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1. There is no movement gained. Where ever you count the movement from, that same spot on the base ends up where you end your movement. The whole base moves. So you are counting 12 squares from a front corner, at the end of your counting, that is where that corner ends up, with the base in the same position relative to that corner.

2. No. To determine cover, you must choose one of the figures 4 corners, no matter how many squares it occupies.

3. It must fully occupy the 9 spaces it covers. If you are talking about having a few squares it occupies by low objects and some not, that is perfectly fine.
darthbinks1
Posted: Tuesday, August 6, 2013 5:03:41 PM
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1. So, the first activation of the game for my at-st, I would pick any front corner square left or right to start from. Then I would always have to use that front corner every time, right?

2. I still don't really understand this one. My at-st's base is round, how do I figure out how many squares the front cover is on?

3. I get this one. Even if only one small part of my AT-ST is on an elevated green space that's o.k,right?
Sithborg
Posted: Tuesday, August 6, 2013 5:29:34 PM
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1. Not necessarily. When you move, you move the entire base. People generally choose a corner, and count from that square when testing movement. There is no rotating a base around a corner when you move.

2. Even though most bases are round, they are considered to occupy a whole square, which is what is used for LOS and determining cover. Pretty much, small and medium bases are singular squares. Large figures are 2x2 squares. Huges are 3x3 squares.
SignerJ
Posted: Tuesday, August 6, 2013 5:48:24 PM
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1. It makes no difference which corner you choose. The AT-ST moves the same amount of spaces no matter what. Try it out.

2. What Sithborg said.
darthbinks1
Posted: Tuesday, August 6, 2013 5:55:12 PM
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Now I get it. Thanks.
swinefeld
Posted: Tuesday, August 6, 2013 8:23:10 PM
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Sithborg wrote:

2. No. To determine if the enemy has cover, you have to trace a line between a corner of where the character occupies to all the other corners of the space(s) that the enemy occupies. You can choose the best corner if you want, however.

Any point of the attacking character's edge can be used to determine LOS, however.



Just to clarify this point, if there is a corner from which you can draw lines to the enemy's square that results in no cover, you must choose that corner. In other words, an enemy either has cover or doesn't, so if it matters for purposes of determining the legal target you need to check from each corner of the space your character occupies.
darthbinks1
Posted: Tuesday, August 6, 2013 8:38:35 PM
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Thanks.
FlyingArrow
Posted: Tuesday, August 6, 2013 8:43:19 PM
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swinefeld wrote:
Sithborg wrote:

2. No. To determine if the enemy has cover, you have to trace a line between a corner of where the character occupies to all the other corners of the space(s) that the enemy occupies. You can choose the best corner if you want, however.

Any point of the attacking character's edge can be used to determine LOS, however.



Just to clarify this point, if there is a corner from which you can draw lines to the enemy's square that results in no cover, you must choose that corner. In other words, an enemy either has cover or doesn't, so if it matters for purposes of determining the legal target you need to check from each corner of the space your character occupies.


This link quotes the relevant part of the FAQ.
http://www.bloomilk.com/forums/default.aspx?g=posts&t=6927

The actual rulebook indicates (but doesn't explicitly state) the opposite. It says, "To determine whether an enemy has cover, the player who controls the attacker chooses a corner of a square in the attacker’s space. If any line traced from this point to any point in the enemy’s space passes through a character, a wall, or a square that provides cover, the enemy has cover." That makes it sound like the attacker can force an opponent into cover by choosing a back square, but that is not the case. (And if that makes no sense to you just ignore me.)

swinefeld, thanks for the clarification.
SignerJ
Posted: Wednesday, August 7, 2013 2:50:28 AM
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FlyingArrow wrote:
swinefeld wrote:
Sithborg wrote:

2. No. To determine if the enemy has cover, you have to trace a line between a corner of where the character occupies to all the other corners of the space(s) that the enemy occupies. You can choose the best corner if you want, however.

Any point of the attacking character's edge can be used to determine LOS, however.



Just to clarify this point, if there is a corner from which you can draw lines to the enemy's square that results in no cover, you must choose that corner. In other words, an enemy either has cover or doesn't, so if it matters for purposes of determining the legal target you need to check from each corner of the space your character occupies.


This link quotes the relevant part of the FAQ.
http://www.bloomilk.com/forums/default.aspx?g=posts&t=6927

The actual rulebook indicates (but doesn't explicitly state) the opposite. It says, "To determine whether an enemy has cover, the player who controls the attacker chooses a corner of a square in the attacker’s space. If any line traced from this point to any point in the enemy’s space passes through a character, a wall, or a square that provides cover, the enemy has cover." That makes it sound like the attacker can force an opponent into cover by choosing a back square, but that is not the case. (And if that makes no sense to you just ignore me.)

swinefeld, thanks for the clarification.


Thanks for that clarification. It helped me out. That part of the rulebook always confused me!
darthbinks1
Posted: Wednesday, August 7, 2013 10:59:19 AM
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I clicked on the link and I do not understand why an attacker would want to give the enemy cover?

Also, When it comes to a huge, lets say, at-st. I assume if I choose a square I occupy and can trace a line to an enemy square (lets say they are a medium or small character) and it touches nothing, the enemy does not have cover, right? But, if I am attacking a huge I would need to see, clearly, every square they occupy clearly for them to not have cover. Or, it could be said that if even one of the squares they occupy has cover, the enemy is thought to have cover, right?
Sithborg
Posted: Wednesday, August 7, 2013 11:12:19 AM
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darthbinks1 wrote:
I clicked on the link and I do not understand why an attacker would want to give the enemy cover?

Also, When it comes to a huge, lets say, at-st. I assume if I choose a square I occupy and can trace a line to an enemy square (lets say they are a medium or small character) and it touches nothing, the enemy does not have cover, right?


No. What you are talking about is how you determine Line of Sight. Determining Cover is a separate process, where you check corner to corner. Sadly, Nickname's Line of Sight guide is currently offline, it is a very handy document.

Quote:
But, if I am attacking a huge I would need to see, clearly, every square they occupy clearly for them to not have cover. Or, it could be said that if even one of the squares they occupy has cover, the enemy is thought to have cover, right?


Yes.
darthbinks1
Posted: Wednesday, August 7, 2013 11:16:38 AM
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o.k., I think I understand line of sight. If it is determined that they are the targeted, appropriate enemy for an attack, the next thing it to determine cover, right. So, would this then be correct?: When it comes to a huge, lets say, at-st. I assume if I choose a square I occupy and can trace a line to an enemy square (lets say they are a medium or small character) and it touches nothing, the enemy does not have cover, right?
swinefeld
Posted: Wednesday, August 7, 2013 11:20:00 AM
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Sithborg wrote:
Sadly, Nickname's Line of Sight guide is currently offline, it is a very handy document.


This is incorrect. Wink

http://sdrv.ms/PLSDDO > Holocron > Articles
swinefeld
Posted: Wednesday, August 7, 2013 11:21:11 AM
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darthbinks1 wrote:
o.k., I think I understand line of sight. If it is determined that they are the targeted, appropriate enemy for an attack, the next thing it to determine cover, right. So, would this then be correct?: When it comes to a huge, lets say, at-st. I assume if I choose a square I occupy and can trace a line to an enemy square (lets say they are a medium or small character) and it touches nothing, the enemy does not have cover, right?


Yes.
darthbinks1
Posted: Wednesday, August 7, 2013 11:21:58 AM
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excellent. thanks.
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