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Warhammer 40,000/Tactics/Kill Team(8E)
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===Movement phase=== Movement works similarly to how it does in 40k, but with three prominent exceptions: *The player with the highest initiative moves all of their units first, then all of the player with the next highest initiative, and so on until all players have finished their movement. *Charging is now done in this phase and replaces regular movement. As in vanilla 40k, a successful charge allows the charging unit to go first in the combat phase; an unsuccessful charge does not count even if the unit ultimately ends up in close combat later in the turn. Unlike in vanilla, a charging model that fails its charge can choose to move so long as it moves as close to the intended target of the charge as is possible with that distance rolled, but it isn't forced to do so. * Because both players move during the same turn, the fall back rules can be very unkind to melee models who begin the turn engaged, As if you win initiative the model does nothing and then the enemy falls back, and if you lose the enemy falls back and you have to choose between staying put (often in the open) and shooting or "falling back" yourself (This interpretation of the rules was confirmed via the Designer's commentary/FAQ document). There are a few ways to avoid this. ** Kill everything you are engaged with during the previous turn, and don't consolidate into melee unless you're going after a non-flying model with a ranged weapon you really, really don't want to shoot next turn. Not always tenable, but something to at least keep in mind when deciding whether to charge multiple models. ** Charge the enemy with another model before it can fall back (As being charged prevents you from falling back for the turn). This only works if you have initiative or use decisive move, however (And can be foiled by your opponent's decisive move). ** Position your own models such that it is impossible for the enemy model to make a normal move without ending up or passing within 1" of one of your models. This generally requires several models and ideal terrain to pull off, but will be immensely satisfying when your opponent tries to fall back and realizes they're trapped. Does not work against Harlequins or Flying Models, who can of course bypass the normal movement restrictions. *A model can also choose to Ready, skipping their movement phase in favor of shooting first in the Shooting phase. Terrain can also interfere with movement, with different terrain having different effects.
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