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Age of Darkness-Warhammer 30k/2.0 Tactics/General Tactics
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===Movement phase=== It's the phase when you move... that's about it. Each unit has it's own movement characteristic and while most units of the same type will have the same movement characteristic you might have to double check every now and then. Making sure you make good movements can be more complex than initially thought as, as haphazardly marching towards the nearest objective can leave you out of cover and get you torn to shreds by high AP weaponry. Also beware counter movements by your opponent to intercept you units and try to predict charges and counter reactions to you can keep your units safe from melee blenders or so you can get your melee units into combat effectively. *Don't forget Reserves are deployed during the Movement phase, and Deep Strike this edition is downright ridiculous. First of all, you bunch all Deep Strikers together and then roll for all of them once. Then, if the roll is a success, you deploy one model from one unit anywhere on the map 1" away from the enemy and roll a scatter; if you end up outside of the battlefield, on top of an enemy model or Impassable terrain, your enemy can move that model '''18"''' anywhere. But wait, I can hear you ask, what if I'm scattered full 12" and can place my model there, how's that "where I want"? Well, you don't have to deploy the squad in base to base contact, unlike previous edition! That means that a conga line of 5 Marines on 32mm bases will end up whenever you desire in 13,5". All subsequent units from Deep Strike arrive on the same turn within 12" of the first ''unit'' (not model!), which gives an unprecedented freedom of maneuver. **And now you can charge out of Deep Strike and Flanking Assault. From 1" away. Better pack those Augury Scanners and Helical Targeting Arrays! Add Vox Disruptor if you're feeling particularly paranoid.
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