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Warhammer 40,000/10th Edition Tactics
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=== Movement Phase 101 === If you have a unit outside of engagement, they can either move normally, advance (adding d6" to the unit's movement and barring them from charging or firing any guns that lack ''Assault'') or sit still. *This is also where you can enter or leave transports, with the former essentially only triggering if your unit's within 3" of a transport while the latter only happens at the start of the phase. While the vehicle can move as usual, the unit that just left will count as if they had just moved and thus will be unable to charge. **If a transport blows up, you need to roll a d6 for every model inside it, with each 1 dealing a mortal wound. The unit will then immediately leave the transport and become Battleshocked. If you have a unit engaged in combat, they can stay where they are or fall back, forcing them to move away from the enemy they were just fighting and being unable to shoot or charge afterwards. *If your unit's been Battleshocked or is moving through another enemy unit, you now have to account for the Desperate Escape test. These force you to roll a d6 for each model in the unit, with a 1 or 2 meaning that the enemy just cut that model down as they were fleeing. ==== Ruins and Movement ==== {{W40Kkeyword|infantry}} and {{W40Kkeyword|beasts}} (but ''not'' infantry riding beasts, i.e. cavalry, for some reason) can move through ruins like they aren't there and end a move on any floor provided they don't overhang; {{W40Kkeyword|fly}} models can do the latter. ==== Objectives and Movement ==== No model can end a move "on top of" an objective marker, not even Aircraft, and objective markers have no shape defined in the rules; this means, pending a rules update, you can engage in nonsense like making donut-shaped objective markers with your units inside the donut hole, preventing enemy units from existing nearby (especially potent for giving yourself absolute immunity to being charged by making the donut 1.01" thick). That said, GW "recommends" that objective markers be 40mm diameter "round markers", so expect most players to insist on 40mm circles. Objective marker height impacts determining visibility but not movement, as models can always move ''through'' objective markers as if they weren't there. ==== Reserves 101 ==== As with last edition, you can abstain from deploying certain units and store them in Strategic Reserves to deploy later. Unlike last edition though, you have a points cap on how many units you can throw in here (250/500/750 points or 25% of the total army cost) since Power Level got axed. Of course, units with ''Deep Strike'' do not count as part of this allotment. Regardless of how they got there, you can deploy any units in reserves at the end of the Movement phase. Any such units that get deployed count as if they had just moved - which isn't nearly as troubling as in prior editions as any ''Heavy'' weapons can still fire after moving. While all units cannot be within 9" of an enemy unit, units coming from Strategic Reserves need to stay at within 6" of a table edge and not within the enemy DZ (on round 2) or just within 6" of a table edge (on round 3+).
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