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Author Topic: (Answered) Hexes map usage: How do you deal with 1" leftovers?  (Read 564 times)

Kornstalx

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Example 1: Atlas with MV of 6" takes a 50% Motive Critical, bringing his MV to 3". Does the Atlas move 1 or 2 hexes now?

Example 2: Underwater ranged combat is halved. This makes Short range become 3", and Long range is 21". Is Short range 1 or 2 hexes, and Long range 10 or 11?

I've always played with "if you can't pay the full 2 inches, you can't make the move" but recently I've had some people argue that you're supposed to round the leftovers normally (eg, 1.5 hexes -> 2 hexes). I was under the impression that all rounding was done at the end of the inches calculation, and has nothing to do with the hex conversion. There's no errata on this and Google-fu is failing me.

What's the consensus here? What do we do with 1" leftovers in Alpha Strike hex play?


« Last Edit: 27 March 2023, 12:15:57 by Xotl »

Kornstalx

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Re: Alpha Strike on Hexes: How do you deal with 1" leftovers?
« Reply #1 on: 07 February 2023, 21:06:02 »
Example 3: Foot Infantry with MV of 2" (1 hex). How many hexes does this Foot Infantry move when it sprints (3")?

nckestrel

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Re: Alpha Strike on Hexes: How do you deal with 1" leftovers?
« Reply #2 on: 27 March 2023, 11:07:28 »
You must pay the full cost to enter a hex.  Yes, there's not much point to foot infantry sprinting when using hex maps.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

 

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