RE: Terrain mod question
But, in strict technical reading of the rules, 16.1 says "Roads do not pass through towns; pay the town movement costs." Therefore, there are no roads in towns to convert to tracks. Which is further confused by the depiction of roads in towns on the map. There is no official rules definition of what the road artwork is in a town. Frankly, this is sloppy rules writing and thus the scenario designer may have intended one thing but did not grasp that the interpretation of RAW would cause a problem. A developer or play-tester should have caught this.
Here's another problem with "Roads do not pass through towns. An AFV unit in a town departs the town and enters a clear hex with a road that butts up to the hex side being crossed; what is the MP cost? 2 for clear or 1/2 for road? There is no provision in the PG (M) rules or the TEC to cover this.
One may argue that 16.1 does say "To obtain the movement benefit of road and tracks, movement must follow the road/track across a hexside containing the road/track, not just into or out of a road/track hex..." and argue that since the artwork crosses the hexside, the cost is 1/2. But we don't really know what the intent here is with a befuddlement of this "Roads do not pass through towns," and the artwork actually crossing into and going through the town hex. If the intent was to allow the unit to exit a town on a road hex at 1/2 MP but pay the cost of a town a similar statement as the track/dune would have been written like this: " Roads extend into and out of town/village hexes but units pay the cost of the town hex not the road cost when moving in towns and villages." This clears up everything.
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