because the standard move with buffs/debuffs is a lot less stupid
it might seem smart to you now, but wait until you've had an entire edition of grots moving at the same speed as guard and ratlings - which are the same size as grots - being 25% slower
admittedly you're never going to have the full Squats experience, but in time when 5" is "standard" and 4" is "slow",
you'll be with me
succinct
moronic, but succinct
trust me, when you're looking at Hell's Snowball and it saves everything on 1+ on 2D6, you'll be yearning for AP
much faster, less abusive in the wrong hands
>tau player
i'm so very sorry
>now GW can show it by reducing their movement.
but you could always do that by taking away their run and sweeping advance
the whole point of Move is that it was suited to the skirmish game 40k started out as, but by the time you had vehicles in late RT (and don't even get me started on how over-thought their move speeds were back then) you'd be talking about games where you could see 200 models on the board, especially with Orks factored in
short of movement trays and rank-and-file systems, standard move distances - with infantry's basic speed keeping pace with tanks - makes more sense and is easier to keep track of
ultimately the problem with Move is that it's another column of stats to keep track of - not just your own, but any units you face
nobody wants to get to the end of a big game and find that no, Harlequins don't actually move that fast and no, a lot of those charges and so on shouldn't have been possible
ultimately it's just open to abuse unless you really want to memorize yet another stat - easier to have shorties go Slow & Purposeful, longshanks go Fleet, etc, and from the fluff perspective - how long are we seriously saying the slowpokes stayed alive for if they constantly need protection from faster allies? it's a kill or be killed galaxy out there