Following that logic, you can't vault or move through friendly Markers, no base to base contact allowed here either. Seems to be the wrong way to go about it if the goal is for it to make sense in the current rules. There is nothing in the rules that forbids you to move through or vault enemy troops, you usually just don't get to the point because you enter Engaged State and have to stop. However Engaged doesn't work on Camo Markers. So what would you like to make a point for? No moving through friendly Camo, Mines in Camo, enemy Camo etc? Just because it fits the bill: By the way, allied troopers, and only allied, whose Silhouette Attribute be equal or inferior to the trooper's Silhouette Attribute does not block his Movement. Note it's talking about Silhouette Attribute not Silhouette height. So i.e. S3 can move through S2 but S2 can not move through S3 and has to vault over them (and I assume a lot of people happily walk S2 through S3, which is technically illegal). If you want to make a claim it's impossible to pass anything except Scenery with vaulting, S2 is gonna have a rather big REM shaped problem. S3 wouldn't be able to pass S4 either. Vault doesn't talk about scenery, but obstacles. I've always assumed that simply means anything, Marker, Trooper, Scenery, etc that has a Silhouette size or physical presence on the board.
So your counterpoint is that a trooper can suddenly find themselves in mid-air, because they're clambering over someone they can't see, contact or shoot? No thanks.
@Teslarod I'm pretty sure s2 just can't move through s3 period, they don't vault it, they have to jump.
The meaning in the words 'vault' and 'obstacle' is quite generous in allowing to picture passing the latter by doing the former without requiring any touchy feely interaction in between trooper and obstacle. The general Movement Rules provide the rest as they don't allow to end Movement midair. @Hecaton, if obstacle was defined as troops and scenery, sure. Till that happens I'll happily treat it as 'literally anything in the way'.
@Teslarod I've never seen anyone claim that you can vault friendly troops before, in person or on these forums. Any time the question has come up in the rules forum, it's been swiftly answered that it's impossible.
Obstacle isn't formally defined in the rules but every instance of it in the rules refers to terrain. Also, the rules imply that an allied trooper with a silhouette value greater than the moving trooper blocks movement in the same way terrain taller than the moving trooper does.
Oh? Got some references on that handy? Would be interesting to know. So what's the common consens on Infantry trying to get past a S3 Remote? "It's cute and all that your silhouette is higher, but we called this Fugazi Gandalf and you'll hence be known as Fusilier Balrog, sucks to be you mate." Having S2 walk through S2 naturally works. S3 passing S2 works because the rules say so. But not having a way to get past friendly Remotes seems quite questionable, considering they tend to be in the way a lot and a friggin Bike can walk through one. Does the idea to bunnyhop friendly Remotes seem that mental? I've always assumed you're able to vault "obstacles" for precisely that reason. They could have made a list explicitly allowing or disallowing certain better defined terms, troopers, scenery, equipment.... May I suggest to take a step back and reevaluate this situation? Being able to vault basically whatever allows you to get past Equipment as well and is all but impossible without vault applying. If that is properly confirmed as official, heck so be it. For now I'm going to make a rough guess that people happily walk S2 past Remotes and Deployables and we have the majority of people cheating.
You know what, I tried to search for relevant rules threads and came up dry. Apparently this is something that hasn't been asked? I've always played a stationary S3 REM as simply blocking movement for S2 troopers. Obviously it's different if you've got a crazy mixed fireteam and all models are moving at once.
Sorry but that is just an oppinion and wrong. From Distances and Measurements: When moving troopers around the battlefield, players must measure the complete route (including, for example, any detour to avoid obstacles) and must always use the same part of the base for their measurements. From Jump: This Common Skill allows the user to clear obstacles and leap over small distances. From Jump Example 1: During his Active Turn, Fusilier Angus has to clear a 2 inch high obstacle. As this is a height greater than his Silhouette template, Angus has to declare Jump to be able to clear it (Graphic 1). From Drop Bear: “Drop Bear” is the colloquial name used in the military for a thrown version of the Anti-Personnel Mine. The operator of this weapon can throw it, even over an obstacle, or alternatively can deploy it within arm’s reach like an old-fashioned mine. So just to make this clear. The rules quite commonly reference 'obstacle' in a way that heavily suggests 'literally anything as long as its somehow in the way'. There is most certainly no clear link to Scenery and nothing that excludes Troopers, Markers or Equipment from being possible as obstacles.
@Teslarod The word "obstacle" shows up basically 5 times in the rules. You only cited 4. For the rest of you, what's relevant, from "General Movement rules": A trooper can vault over any obstacle not higher than his Silhouette Template (as determined by his Silhouette Attribute) at no cost, without declaring Jump or Climb. And then: MOVE: SCENERY AND ALLIED MODELS Any piece of scenery whose height be equal or inferior to the trooper's Silhouette Template does not block his Movement. By the way, allied troopers, and only allied, whose Silhouette Attribute be equal or inferior to the trooper's Silhouette Attribute does not block his Movement. Taken together, this implies that allied troopers whose silhouette value is higher than the moving trooper's are *impassable*, the same way that scenery that is higher than their silhouette is.
'Obstacle' shows up 14 time in 11 paragraphs and one more time in HS N3 if you want to count that. Not sure what you're getting at, but I'd appreciate if you would make a better job of it. Fun fact I had considered to mention my reasons for deliberately stopping after 4, to forgo the trouble of dealing with someone claiming these 4 are cherry picked (plot twist, no they're not, too much trouble). Turns out that would have been the smarter thing to do here, who'd have known? What's that supposed to tell anyone and where is the rule part in that? You don't make any sense. MOVE: SCENERY AND ALLIED MODELS allows physically smaller models to pass larger ones in case of S3/S4 passing S2. Can't tell you why that is the case, but that part we can easily agree on. Then there is this "Any piece of scenery whose height be equal or inferior to the trooper's Silhouette Template does not block his Movement." which uses 'does not block his Movement' just like above. I'm not even sure if that even interacts at all with vaulting. Technically that just there says you do not have to vault Scenery smaller than your Silhouette anyway because you can just walk through. Just noticed that, wonder how that fits in here. I'm fine with a "it's that way because CB said so, here's the link". I don't need this to work so S2 can pass S3 if it's not intended to do that. We know that CB rulings sometimes don't have to make sense. No problem there. Until then, for the love of @Bostria , can we please stick with the facts and not invent meaning into the word obstacle, a term the rules reference multiple times as a replacement for "something in the way" in a way not exclusive to scenery that may include troops just fine? A clear answer isn't necessary either, "another ambiguous case" works just fine in this place.
Can I just say that one takeaway from this conversation is that the wording regarding markers, models and troops needs to be cleaned up in the rules? We have markers for game states, markers for unit positions that represent models in hidden states, we have models for some markers (Tinbots). It would be really nice if this language was more clear... Also the same thing regarding obstacles, scenery items, and objectives.
I would actually love to have only state and equipment Markers, and everything else that represents a gaming piece that you can interact with (trooper, mine etc) to be labelled as Tokens.
Now I'm thinking, can you Climb or vault over your own trooper with a friendly model to get onto a higher surface? Troopers are represented by cylinders of different size, after all, so in a certain way they do have a flat surface on the top..
It's impossible to have your base fully in contact with a cylinder and you can't incrementally vault to get to a higher surface since you can't move higher or lower than one silhouette's height.
Doesn't matter, base has to be fully in contact with what you're moving on unless you are vaulting or jumping - and when vaulting you have a set limit how much you can move up or down compared to where you started the vault.