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When a large is squeezing down a 1 square corridor, and the wall ends only on one side, do you then have to move diagonal to unsqueeze? In other words, if you can unsqueeze, must you?
- - = Wall A-Z= empty space
- - - -EFG XXXABCD XX - - - - -
Large character moving left to right
It starts at XXXX, and is squeezing down to XA, then here's the question: does the next move HAVE to unsqueeze by spending 2 to EFBC? Or can it continue to squeeze by moving into AB? And if it can continue into only AB, what's to prevent it from moving into only BC (and not occupy E or F)
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Monospace version: Code: - - = Wall A-Z= empty space
----EFG XXXABCD XX-----
When he's in XA, a one square move to the right would put him in AB--. A diagonal move would put him in -EAB, which is still squeezing, so I would think he could just as easily stay at AB-- since it's squeezing either way. I don't know about whether the next move would have to move up, though. That would be either BC-- or EFBC.
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depending on the map, you CANNOT move diagonal around a wall square, so unless there is a beveled corner you can't move diagonal.
I will look and see if I have my rulings from Nickname because I asked him some questions regarding this way back in 2010 when I was playing the Lancer on Muun and he was still the rules guy.
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I have a ton of squeeze questions, so if you have a link to a guide to squeezing rules I'd appreciate it. The rulebook basically covers one simple situation and leaves a huge hole of ambiguous situations.
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urbanjedi wrote:depending on the map, you CANNOT move diagonal around a wall square, so unless there is a beveled corner you can't move diagonal.
I will look and see if I have my rulings from Nickname because I asked him some questions regarding this way back in 2010 when I was playing the Lancer on Muun and he was still the rules guy. Correct about the wall corners, and if an open space is available you must move into it. You cannot choose to keep squeezing when open spaces are available along the path, so once all of the base has left A, the piece would move into EFBC. http://swmgamers.com/forums/viewtopic.php?p=135614#p135614
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swinefeld wrote: You cannot choose to keep squeezing when open spaces are available along the path, so once all of the base has left A, the piece would move into EFBC.
This is key
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So - I'm still confused on this - it is possible to be partially squaeezed? In other words, can a lancer occupy squares A,B and E, or would it only be A and B, then if it moves one square to the right, BCEF?
Also - starting at XXXX going to BCEF, how many squares of movement would it take? If there were no walls it would be 5, but if I understand correctly, it could be 4 (follow me on this one)
So I start at XXXX, move 1 right and my "bottom" 2 squares squeeze up, and I am in the next XX. Then I am still 1x2, go 1 right and I am in XA. Assuming no beveled corners, I cannot move 2 into BcEF, so I must move 1 more to the right and be in AB (and maybe E?). Finally I move from 1 right AB (and maybe E?) to EFBC, and let my "top" unsqeeze for 4 squares of movement.
My brain is melting.
Then we get into how Strafe and gallop get very confusing. Especially with AoOs.
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Read the second link I posted.
Partial squeezing is in effect - you are considered to occupy any legal spaces your base is on, so ABE would be correct.
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and don't forget that with a character with gallop, it is even more confusing because (unless the character has flight) they can't "squeeze" because of enemy characters so it can be very easy to block large characters with gallop with just a few spots taken up.
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swinefeld wrote:Read the second link I posted.
Partial squeezing is in effect - you are considered to occupy any legal spaces your base is on, so ABE would be correct. Thanks - how about this part of my question: TimmerB123 wrote:
Also - starting at XXXX going to BCEF, how many squares of movement would it take? If there were no walls it would be 5, but if I understand correctly, it could be 4 (follow me on this one)
So I start at XXXX, move 1 right and my "bottom" 2 squares squeeze up, and I am in the next XX. Then I am still 1x2, go 1 right and I am in XA. Assuming no beveled corners, I cannot move 2 into BcEF, so I must move 1 more to the right and be in AB (and maybe E?). Finally I move from 1 right AB (and maybe E?) to EFBC, and let my "top" unsqeeze for 4 squares of movement.
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Looks like 4 to me. Odd how that works...
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It would still be 5
XX (part 2), XA, AB, BC (or if you moved up it would be BCE), then BCEF.
You don't get extra movement from squeezing and you still move as normal, your base doesn't change positions. depending on orientation, if your top 2 squares are the moving squares (And your bottom ones are the ones that are "squeezed") they are still considered on the map and just overlapping the wall so you still when you get to the clearing you have to spend the movement to move over.
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Ah, I was counting by the top wall (wrong in this situation), not the bottom. Thanks!
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and then we get into AoOs around corners, especially versus jedi reflexes with acts goofy (going into the square vs leaving the square)
Squeezing is not nearly as simple of a concept as people make it out to be.
I know I have specific questions - but I am tired.
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From nickname on the WOTC threads You'd have to move over as continuing on would count as squeezing when it is not required there and a character cannot voluntarily squeeze--it may only squeeze when passing through an area on the map that would require it. http://community.wizards.com/content/forum-topic/2739381#459164541
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and look, it's me and tim and swine in all these old lancer threads talking about it. You would think we would know how it works by now.
And I forgot that you could transform into some kind of weird U-shape for 1 square if you were flying down some of the one wide corridors on bespin.
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urbanjedi wrote:and look, it's me and tim and swine in all these old lancer threads talking about it. You would think we would know how it works by now. I remembered the discussions happening, just not the specific answers.
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Summarizing the important rules for squeezing and trying to fill in the gaps:
1. Squeezing requires openings that are at least half as wide as the piece's normal space (rounding up to 2 for Huges). So every square of movement requires a legal 1x1 space for a large or a 2x2 space for a huge.
2. During a movement that uses squeezing, the base never changes position on the map as it squeezes and unsqueezes, so you don't 'gain' movement by squeezing.
3. A square on your base that moves into an illegal square is considered 'dead'. You must always have a 1x1 square that is 'live' for a Large or a 2x2 square that is 'live' for a huge. (I just made up the terms 'live' and 'dead'. Do other terms already exist?)
4. As you move, you occupy all of the 'live' squares on your base. You do not occupy squares that are inside walls or pits or squares that have been completely severed by a wall. Those parts of the base are considered 'dead'.
5. You cannot voluntarily squeeze. If all of the 'live' squares you are moving into can be occupied without squeezing, you must move into them without squeezing if possible. If are currently squeezed and all of the 'live' squares you currently occupy can be occupied without squeezing, your next move must be to unsqueeze. (This second rule is the only way I can explain the difference between two otherwise identical situations that Nickname presented with different answers.)
6. When a piece becomes severed by a wall, the player must declare which side is the live side.
7. Each square of movement must involve one of the following: * A live square on the base makes a legal move and remains a live square. * A dead square moves into a space that a live square had occupied and becomes a live square.
(Rule 7 is to handle the problem of a piece that is split down the middle by a wall making legal moves without 'jumping' over a wall.)
8. A large piece can go anywhere a medium piece can go (assuming it has enough movement, can find a legal landing place, and enemies are not in the way). Similarly, a huge piece can go anywhere there is a 2x2 path.
I appreciate all the examples, but I prefer to see a set of rules than a set of examples. I think the rules above match up with every example I've seen in the threads that were linked. Thanks to everyone for those links, by the way.
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The only other thing that I can think of is assuming enough movement (and no enemies) that a large character can go anywhere a that there is a 1 square path and a huge can go anywhere there is a 2x2 area.
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