Warhammer 40,000/7th Edition Tactics/Movement 101

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This page indexes how movement works in 40k:

How Movement Works

You measure. You move. Six inch movement, 12", or running? You decide. Most weapons can't fire after moving 12", instead making a Snap Shot at BS1.

Common Rules Mistakes

  • Vehicles must pivot on their center when turning, rather than moving to the sides.
  • Unless you have been Rammed by another vehicle, you may not end your move within 1" of any enemy unit. Unless you are a Skimmer, Jump Infantry, Jet Infantry, or Jetbike, you may not come within 1" of an enemy unit.

Basic Advice

  • Unless your strategy depends on it, keep your units from being strung out. You never know when an enemy may change tactics and a unit may need fire support quickly.
  • Unit cohesion means models in a unit must be within 2 inches of each other, but that doesn't mean you want your blobs of troops in base contact at all times. Keep your models in loose formation; horrible things happen under blast templates.
  • Remember, every inch counts. If you run and you roll a 1, tough , one inch can reform your entire squad from a jumbled mess to an orderly squad in tip top shape.
  • Good god people, remember when moving your vehicles and walkers to remember what side their heaviest armor is on. So if you have a Leman Russ and you see the enemy has Lascannons, point the front of the damn tank towards them, or eat shit and die.

Accurate and predictable measuring

Use a tape measure. As of 6'th edition you can measure anything at any time.

Countering Enemy Movement

  • Someone who wants to flee will attempt to get away any way they can. Do not focus on directly pursuing an enemy unit, instead you should cover their escape routes.
    • Sometimes, the bait they throw out to cover the retreat of their unit is worth killing, even if it's small-fry by comparison.