In this case, I wonder what priority we should take. 1. Move action 5 inches closer to the nearest enemy. (In this case, the front wall will be slightly turned.) 2. Jump action is 5.1 inches closer to the nearest enemy. (In this case, it will jump over the front wall.) 3. Move + Move action 11 inches closer to the nearest enemy. In this case, can you do the first Skill Move or do you have to jump? The nearest path judgement is ambiguous.
From http://infinitythewiki.com/en/Fury#Impetuous_Order:_Direction_of_Movement 'When executing a Move as part of an Impetuous Order, the trooper must move towards the nearest enemy figure by the most direct route possible. The nearest enemy figure is the one that can be reached in the least number of Orders, even if that figure is not in LoF. Jump or Climb skills must be used if that would shorten the route.' If Jump is going to get the Trooper there faster, they must Jump.
I fully understand that. But the part that's hard for me to take, It was the part where you had to jump or climbing even though you could approach your second skill as a route that would use less order.
It's counted in the number of Orders taken, so if a Move-Move would take less Orders, the Trooper will Move. Is your post missing a diagram? You appear to be talking about a very specific situation.
In the real game, the plastic box was a container block about the same size, and my model was an Impeture model that could move 4-4.
Number of orders seem to be the same (2). I guess you could argue that jumping would be more direct, but when it's that close I don't see a reason why the Impetuous trooper wouldn't be allowed to choose. Edit: although... you could also argue that Jump/Climb is only really an option if it'd reduce order expenditure which it wouldn't in this case.
This question become even more complicated when you add : - unmounted biker : does he go directly in the ennemy direction or in his bike direction ? - elevator and other "movement" related scenery item : will you go in their direction if they allow you to spend less order to reach the ennemy (even if they are in the direction opposite to the ennemy)
You might have already seen it, but there was a big thread about this - IJW said that the biker would move towards the bike
Answer is Move, because... If the box is shorter than the impetuous model -> Model can vault over it without penalty -> Move + Move lets you move closer -> Move must be used If the box is higher than the impetuous model, part of the jump move has to used to move upwards -> Move+Move lets you move closer -> Move must be used. The box has to be wall-like (tall and long) for the jump to be considered.
I felt a lot of curiosity when I saw Wiki's Impetuous document. 1. The Infinity wiki states that an Impetuous should move in the most direct route possible. So, in a situation where you are backing the wall, as shown in the picture above, does a direct route mean using fewer orders (move + move)? Or does it mean the actual straight path (jump)? 2. If move+move is a direct route, declaring movement with the first short skill and then declaring another skill may result in a greater distance from the enemy than if the jump was done. Is this what the Impetuous rule intended? 3. I understand that in Infinity Games, it is forbidden to measure the length before declaring the skill. So how do we know if the most direct route is when we declare move or when we declare jump when using an Impetuous Order?
1. least orders, as indicated on that page (somewhere). 2. Someone who is frantically trying to get to an enemy, but also wants to kill them, is allowed to Move + Shoot, for example. Because of this, those combinations are allowed, and unless you want to make the Fury mechanic REALLY unwieldy, it does in fact allow one to move less than the maximum distance you could cover in an order when you don't see the enemy. 3. Usually, if it's unclear, you will hash it out with your opponent.
1. Most direct path means "most direct path", so if you have two paths that are roughly the same distance in orders you take the one that's least round-a-bout - e.g. if your miniature is an estimated 7" from an enemy that's just around the corner, you're not allowed to Move slightly to the side in order to hug the wall and thus avoid a few AROs because that's not the most direct path. You are also obliged to take the fastest path which is determined in number of orders, see underline: Impetuous Order: Direction of Movement When executing a Move as part of an Impetuous Order, the trooper must move towards the nearest enemy figure by the most direct route possible. The nearest enemy figure is the one that can be reached in the least number of Orders, even if that figure is not in LoF. Jump or Climb skills must be used if that would shorten the route. 2. Roughly speaking, Impetuous Order doesn't actually care if you fudge the second Short Skill. Evaluate the path and declare the first skill in such a way that you'll reach the enemy in the least amount of movement-exclusive orders. Strictly speaking you're probably only allowed to declare Jump or Climb if that results in a shorter path in number of order than a Move-Move from that position. 3. Best judgement and jolly cooperation.
What's your point? You still need to take the most direct path, use Jump or Climb to get there faster, and move your maximum values