Warhammer 40,000/7th Edition Tactics/Movement 101
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 6th 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.