Author Topic: TMM and jump  (Read 1547 times)

Elmoth

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TMM and jump
« on: 11 January 2019, 08:13:20 »
Hello!

I think we might have bbeen playing AS wrong when it comes to to hit modifiers.

Rereading the rules for Jump infantry I reviewed the tables for TMM modifiers. The table in page 16 of AS rulebook and the resume tables at the end all list TMM as being movement and an additional +1 if the unit is jump-capable. You look at the value of normal ground modifier (say, a Griffin at 10" would be +2 TMM) and compare it with the Jump movement, that corresponds to the TMM jumping + 1 for the act of jumping. Since the griffin also jumps 10", it would get an additional +1 to its TMM right? For a total of TMM 3, not 2.

Is that correct? The example in page 17 seems to indicate that this is the case. So far qwe have not applied the+1 for jumping movement, but I would like to be sure if this interpretation is correct or not before applying it. All of a sudden it makes jumping troops much more useful.

nckestrel

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Re: TMM and jump
« Reply #1 on: 11 January 2019, 08:44:20 »
Griffin, standing still. -1 to its attacks. 0 TMM.
Griffin, ground movement. +0 to its attacks. 2 TMM.
Griffin jumping. +2 to its attacks. 3 TMM.

Just noticed you referenced p16, which is in the intro rules. Looks like movement modes did not get added to the intro rules. 
So without movement modes, the griffin is just +0 to its attacks, 3 TMM.  Unless you couldn’t use jump jets (in water maybe), then it’s +0 to attacks, 2 TMM.
« Last Edit: 11 January 2019, 08:49:14 by nckestrel »
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Elmoth

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Re: TMM and jump
« Reply #2 on: 11 January 2019, 15:51:27 »
Cool. Thanks.

Yes, we are still pretty much using introductory rules ourselves. In page 16 there is the +1 for jumping but not the -1 and +2 for moving none or jumping, jut a flat number.

Edit (before posting). Just checked the standard AS rules (page 36 and table on 37) seem to be identical to the introductory ones there (no -1 standing still and +2 jumping modifiers). I cannot find these modifiers you refer to. Would you mind pointing where I can find them? They seem sensible, so I would like to locate them. Thanks!

Weirdo

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Re: TMM and jump
« Reply #3 on: 11 January 2019, 16:12:19 »
Let's just say that you really want to download the errata pdf, and that you really REALLY want the Alpha Strike Companion. The new mods were added in Companion as an official change to the core Alpha Strike rules, and the AS errata has the same stuff.
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nckestrel

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Re: TMM and jump
« Reply #4 on: 11 January 2019, 16:47:08 »
Let's just say that you really want to download the errata pdf, and that you really REALLY want the Alpha Strike Companion. The new mods were added in Companion as an official change to the core Alpha Strike rules, and the AS errata has the same stuff.

It was also included in the 2nd printing of the AS rulebook. p36, Jumping lists the +2 to attacks while jumping.  If you don't see that line at the end of the Jumping section on p36, you've got a first printing and it's errata.

Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Elmoth

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Re: TMM and jump
« Reply #5 on: 11 January 2019, 16:58:24 »
So it was Advanced rules (companion)  but it later got into introductory and standard rules (errata). Glad to know. Thanks for the tip. I did not think to look there.

No idea about the book's edition, since it is a friend's, but I take your word for it being a first edition :) Hope the updated books are published soon.

Cheers,
Xavi

 

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