Wyrd: Making Movement More Intuitive in Third Edition
The beta is going full steam ahead, and Wyrd wants to give players a peek at what they can look forward to in the new edition. This week they offer insight on movement.
The latest edition adds some new mechanics. The core rules haven’t been changed so much as optimized without taking away what players love about the game: its layers of strategic decision making. Getting into combat, and starting the action, is going to be faster. There will also be less less memorization, which means more off the cuff fun. This preview takes a look at movement – all movement counts as movement, including Place and Push, in third. The way movement is approached in the new edition should be more intiutive than previous editions.
Quick note: all images are from previous editions, they are not previews of the new edition. Via Wyrd…
Place
Place work more or less in the same way as M2E. When a model is placed somewhere, you just pick it up and put it in the appropriate space.
It’s also worth noting that “completely within” has been removed from the rulebook as a game term (save for during deployment, when models have to deploy completely within their Deployment Zones), which means that players will have one less term to remember during the game.
The most common source of Place effects in M3E is the Flight Ability:
Flight: When this model declares the Walk or Charge Action, instead of moving normally, this model may Place itself within X”, where X is equal to this model’s Mv. This model does not suffer Falling damage.
Flight gives models a great deal of maneuverability, as they can just shoot up into the sky and come back down somewhere nearby, bypassing any models and terrain that might be between those two points. This also allows flying models to easily move to and from elevated terrain, which makes them especially useful on boards that utilize a large number of buildings.
Push
Pushes are nothing more than movement that must be in a straight line. The biggest change that Pushes underwent is that they are now slowed by Severe Terrain, as opposed to ignoring terrain in M2E. This made Pushes extremely valuable on models and revalued the importance of both Severe Terrain and the Unimpeded Ability, which lets models ignore Severe Terrain. By making Pushes affected by Severe Terrain, we lowered their strength, which in turn allowed us to make better use of them.
Another important change with Pushes is that models cannot Push up vertical surfaces. This means that while models can still be Pushed off the edges of buildings, they can’t be Pushed up them.
This is especially important since Charge movements are Pushes. This means that models standing atop a building can’t be Charged by models on the ground below… though that model could still climb up the building using a Walk Action and attack them normally. This also means that barriers with Height – such as walls and fences – now prevent models from Charging over them, which makes them useful as roadblocks for ranged models.