I wish IO had a quick summary of the turn mode rule as it concerns airmechs, just so I just need one book to see all lam movement rules. I have tacops I'm just lazy and not using turn mode for other unit types.
I'll agree this is definitely an issue. I had to find pdfs for the TacOps to find the Turn Mode rules and figure out what was up.
Also, for those complaining about the rules, there's this tidbit from Ray at Adepticon:
So my take is that the rules may change, but I wouldn't expect them to get even faster.
A 'Mech running along a road gets a bonus hex to its move, but the record sheet doesn't reflect that. On the other hand, TR3025 doesn't show AirMech MP anyway. I don't have the ancient Record Sheet books (the stapled ones), so I'm not sure if they even include the LAMs nor if they show AirMech MP if they are included.
On the gripping hand, CGL would not have had a problem redoing the LAM sheets if needed, since we did change the rules. CGL's goal is to maintain continuity by preserving what's seen on record sheets, but when needed, changes have been made.
Also, for those complaining about the rules, there's this tidbit from Ray at Adepticon:
So my take is that the rules may change, but I wouldn't expect them to get even faster.
Good to hear at least a sliver of news about LAM's in that sense.
AirMech's speed are perfectly fine given their weight and WiGE rules. There's really no issue with their speed themselves.The overall issues with the mode boil down to TWO points:
- +3/+4 Targeting Modifiers
- Turn Mode
Now granted, With some of its penchant for speed, perhapse the +1/+2 targeting modifiers for AirMech mode would be a bit MUCH. A fairer compromise would be a +2/+3 in all honesty for its speed, but not +3/+4 due to its other limiting factors (turn modes and half speed at 2 levels above the ground since you have to avoid trees to). Still not good enough to get a hit in with, but still allows it to maybe get in a hit or two while skimming along.
If those two issues were to be reworked (or hell, at least Turn Modes), and the afformentioned +2 boost to Safe Thrust for ASF mode granted in some capacity? That would definitely be something LAM fans wouldn't have much to complain about anymore.
At the risk of sounding repetetive, the main changes I'd honestly propose, and believe fans of LAMs would be happy to settle and cease arguing on are:
Air Mech Mode: Turn Modes no longer mandatory, +2/+3 Modifiers for movement.
ASF Mode: +2 Thrust
Both dejank LAM's in their own way, but don't make them uber powerful Valkyries ala Macross given all the other current limitations to them. Keep the WiGE movement because its actually cool.
(Be sure to let Ray know that por favor...)I'm obviously okay with the rules as-is right now, but I agree that turn modes can be wonky. I don't like rules that require players to track more than one number at a time, and turn modes require you to remember both your current MP and how many you have to spend until your next allowed hexside shift.
I mean obviously, lol, glad that we can at least agree on Turn Modes though!
There may be hope for some LAM tweaks yet!!!