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Author Topic: Open Path  (Read 2022 times)
Zelc
Playtester
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« Reply #30 on: April 28, 2011, 11:45:56 am »

I think the word "any" modifying "part of the target" means "at least one", and not "all".
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Niko White
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A tíro nin, Fanuilos!


« Reply #31 on: April 28, 2011, 01:06:30 pm »


Yeah, there are a few key components at play here:

-Must be a line, which means you can't just snake around totally crazily in terms of the general path, but the line can go to any point of the enemy unit.
-Said line has to have 2.5" clearance, but that clearance doesn't need to be centered on the line.
-At the end of the thing, you need to end up able to place your unit such that it can get half or more of the engaging side lined up with the enemy it final rushed without any illegal overlap.

I think that's about it.
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UvulaBob
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« Reply #32 on: May 02, 2011, 11:56:05 am »

Unless I'm wrong, Green is able to perform a final rush on Red, assuming that there's 2.5" of clearance at all times. In fact, the unit doesn't even have to be able to fit entirely within that open path. It's just that the path has to be at least 2.5" at its narrowest, right?

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Niko White
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A tíro nin, Fanuilos!


« Reply #33 on: May 02, 2011, 12:10:01 pm »

Unless I'm wrong, Green is able to perform a final rush on Red, assuming that there's 2.5" of clearance at all times. In fact, the unit doesn't even have to be able to fit entirely within that open path. It's just that the path has to be at least 2.5" at its narrowest, right?



That's correct.
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gull2112
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From the RUSH faction


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« Reply #34 on: May 02, 2011, 08:04:10 pm »


Yeah, there are a few key components at play here:

-Must be a line, which means you can't just snake around totally crazily in terms of the general path, but the line can go to any point of the enemy unit.
-Said line has to have 2.5" clearance, but that clearance doesn't need to be centered on the line.
-At the end of the thing, you need to end up able to place your unit such that it can get half or more of the engaging side lined up with the enemy it final rushed without any illegal overlap.

I think that's about it.

That is about the clearest I've seen it explained and I highly commend that UvulaBob put it in the rules to that effect.

BTW UvB I have recently found access to a binding machine, so I'm ready to print up those rules as soon as you say they are god to go. You're so flippin' awesome for doing this!!! Smiley Smiley Smiley
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"Of course, the Goblin Bombchucker is always a solution."
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grjsk
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« Reply #35 on: September 15, 2011, 07:51:10 am »

Never mind, I got the answer in another thread while I was posting this. Sorry for the necro.
« Last Edit: September 15, 2011, 07:54:06 am by grjsk » Logged
BubblePig
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Belkar Rules!!!


« Reply #36 on: November 11, 2011, 03:38:05 pm »

The conditions of 1.4.1.2 Clearly Visible and 1.4.6.3.4 Open Path seem to have gotten a bit mixed up with each other here. I apologize for any part I played in that.


The line should be between the center point of the green unit and the facing center point of the red unit (per 1.4.6.3.4.)
1.4.6.3.4 Open Path
Your unit can only final rush if there is an open path to the nearest open side of the enemy unit. For an open path to exist, two things must be true. First, you must be able to draw a straight line from the front center point of your unit to the center point of the open side. Second, there must be a path at least S (2.5”) wide that follows this line and is free of other units or impassable obstacles.

« Last Edit: November 11, 2011, 03:43:44 pm by BubblePig » Logged

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