It does mention marching. Rather lack on one. I did mention a distinction between modifying a Movement Characteristic and Movement. I am not interested in having +D6" movement on my ID just because. I just would like to know how it works. Sadly TOW had a problematic approach to rules. There are special rules inside other special rules and things are sometimes unclear.
I am not expecting any ruling on Legacy PDFs really… We are still like Cutthroats. Second class citizens
Just to sum up:
p. 121 says:
To represent this, as well as the caprices of fate, a unit’s ‘charge
range’ is determined by first making a ‘Charge’ roll. To make
a Charge roll, roll two D6 and discard the lowest result. The
highest result is the result of the Charge roll. If both dice roll
the same result, discard either. The result of the Charge roll is
then added to the unit’s Movement characteristic to give the
unit’s charge range.
Lumbering Destruction:
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic.
This is why I wrote what I wrote. I agree we do not know WHEN we add the D6"…
Agreed, for example Tomb King’s “My Will be done”. It modifies the base movement by D3 and that would also apply to charge range. Question is: by how much do TK’s actually modify their max charge range?
I don’t think we’ll reach consensus here then. I just cannot get around the most obvious fact, the one you posted yourself:
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic
I honestly don’t understand how there is any ambiguity.
“Model cannot perform action X. Instead you do action Y.”
“What about action Z?”
“What about it?”
“A unit’s maximum possible charge range is determined by adding six (the highest possible result of an unmodified Charge roll) to its current Movement characteristic (taking into account any modifiers that might apply to its Movement characteristic).”
Seems to be quite clear to me:
Movement + Modifier to Movement + 6 (+ Swiftstrife)
Yes for sure :D: the Iron Demons’s movement rules are a mess and if GW had just added during which sub-phases the lumbering destruction’s modifier is applied all would be good.
Now we are left with the interpretation that the time interval, because it was not specified, could be the same as the one of marching modifier (doubling or tripling of movement characteristic during the remaining movements sub-phase). In this case the instead includes the sup-phase and duration of the prohibited marching rule.
But there could also be the possibility that the instead refers to following schema:
Rule A:
First part A.1:
Rule B does not apply to you
Second part A.2:
Instead (because I take rule B away from you) you may have the following
It is not clear that A.2 substitutes each part of Rule B or is bound to be executed at the same place or time as Rule B.
I think ill treat the iron demon as a chariot. Slightly better because chariots cant march and you can risk extra movement instead at potential punishment. Skull crackers need movement to charge!
You don’t need to give up. The rules are bad and I am neither pro charge modifier nor against treating it as substitute for marching. But both Interpretations are valid.
And hopefully we could apply a future clarification of the steam tank rules to the iron demon.
I had good results from my Iron Daemon and Skullcracker in my first game vs Daemons. Both had Hellbound. He really really focused on my Iron Daemon, and did a bunch of damage to it with tzeentch fire small blasts that kept hopping back and forth over it at AP2.
But my Stomps and the Skullcrackers Impact Hits saved it, and then they proceeded to take out Juggernauts, Seekers, and bunches of Daemonettes. I didn’t realize I’d be hitting at -2 if it moved and at half it’s gun range; gotta keep that in mind next time. Kinda why I like the Skullcracker a bit more actually, as you can’t shoot into combats, nor can you really shoot over anything?, nor can you shoot whilst in combat.
Skullcracker at least gets those nice bunches of Impacts at Init10 at AP2 and good strength, which seems to help swing combat to our side. That said, had I played the Iron Daemon correctly, perhaps I would have hit better. Making another one with magnetized weapons platform, then I can run either one with that.
I did. 90°, though, don’t take away even more from us
(I’m fine with it. I mean it’s a pity from a gaming point of view, but the cannonade is very much fixed to the chassis, would be hard to justify 360° shooting and still better than in WHFB where we only had, errr, 0°)
Interesting thing about CD PDF is that it is really 1994 army with some FW tweaks (ID, Bale taurus, magma cannon and Ironsworn). And when it comes to how those models looks we read about Big Hats! Same with army composition (those hobgoblins and their weapons!)
So stylistically steampunk Fore World do not stick well to the army. But ID from FW is the only model that was officially released for this unit so yes. 45 feels fine. We are chariot anyway and can pivot when there is something behind to shoot at.