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===THE MOVEMENT PHASE=== In your turn, you can move any of your units - all of them if you wish - up to their maximum movement distance. Once a unit has completed all of its movement, you can select another unit and move that one, and so on, until you have moved all of the units you wish to move. Once you have started moving a unit, you must finish its move before you start to move another unit. Note that you don't have to move all (or any) of your units - indeed, there are several tactical advantages to remaining stationary, as we'll explain later in the rules. Once you've completed a unit's move, you cannot go back and change it, so think carefully before giving the order to advance. Movement Distance: Models move up to 6" in the Movement phase. This represents most creatures advancing at a reasonable pace but stopping several times to scan the surrounding landscape for enemies, communicate with their commanders, and so on. Even warriors who are moving in a part of the battlefield where no enemies are apparent can only move 6". This is because your units lack your own omniscient knowledge that there are no enemies around. It is perfectly fine to measure a unit's move in one direction, and then change your mind and decide to move it somewhere else (even the opposite way entirely!) or decide not to move it at all. Models cannot, however, voluntarily move off the board. Which Models are Moving: Whether or not a model moves can change how effective it will be in the shooting phase. You may decide that only some of the models in a unit are going to move this turn. If this is the case, declare which models are remaining stationary just before you start moving the other models of that unit. Remember that models must still maintain unit coherency. Different Movement Distances within a Unit: Sometimes, a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency (see below). Models in the Way: A model cannot move within 1" of an enemy model unless they are charging into close combat in the close combat phase. To move past an enemy model, they must go around. Moving and Close Combat: Units already locked in close combat with the enemy cannot move during the Movement phase. Unit Coherency: When you are moving a unit, its individual models can each move up to their maximum movement distance. However, units have to stick together, otherwise individual models become scattered and the unit loses its cohesion as a fighting force. So, once a unit has finished moving, the models in it must form an imaginary chain where the distance between one model and the next is no more than a certain value, the unit's coherency value. A unit in such a pattern is "in coherency." The coherency value depends on the unit's Formation(see below). During the course of a game, a unit can get broken up and lose unit coherency, usually because it has taken casualties from incoming enemy fire. If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency (or get as close as possible to having restored coherency). If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by Marching if they have that option (see page XX). ====Moving Through Terrain==== In addition to the rules presented in this section, certain types of terrain can affect how your models move. If a model can be at a point in a piece of terrain, but is unable to fit there, place it as close as possible once you've explained to your opponent where the model "actually" is. Difficult Terrain: A difficult terrain check must be taken by a unit wishing to move through difficult terrain, such as tall boulders or thick woods. For each unit with models wishing to move through difficult terrain, roll a 2d6 and pick the highest value. That value is the furthest any model in the unit may move through difficult terrain during their move this phase. Dangerous Terrain: Some terrain, such as peat bogs or lava pits, may carry with it unusual threats. A unit moving through Dangerous Terrain must take a Dangerous Terrain test. Roll a d6 for each model moving through the Dangerous Terrain. For each roll of a 1, immediately assign a wound to one of the models that moved through the dangerous terrain. No armor saves may be taken against this wound. ====Unit Formations==== A unit's Formation is the doctrine of war by which it fights on the battlefield. Each formation uses certain rules for movement in addition to those given above. A unit's formation also affects its actions in combat. =====Fight In Ranks===== A unit that Fights in Ranks advances across the battlefield in an orderly, tight formation. A unit that Fights in Ranks must be in base contact with one another to be in Coherency. It has a front, sides, and rear. Each of these is a 90 degree arc. Models Fighting in Ranks may not change their position in the unit except when piling in or reforming, or in order to circumvent impassable terrain. A unit that Fights in Ranks may move directly forward at full speed. It may wheel(move at an angle but resolve in the same direction it last faced) on its move. It may move directly backwards, or directly sideways, at half speed instead. If the models wish to change the direction that they are facing, pivot, or enter a new formation should models be out of coherency, it may do so, each unit moving the shortest distance possible to enter the new formation, or to accomplish such a maneuver. A unit that does this may not fire weapons or charge this turn. When a unit that Fights in Ranks rallies or consolidates from combat, it reforms with its rally or consolidation 3". A model that cannot reform moves as close as it can to doing so. If a unit that Fights in Ranks would move through terrain, and certain pieces of terrain would block its movement, it may send its models around that terrain by the shortest possible route, and return them to their prior rank as soon as possible. They count, however, as being additional ranks and files should they be split up in this manner. A unit that Fights in Ranks has the following special rules(see later chapters for further information): Obvious Target: Units that Fight in Ranks can never get a cover save simply for being in area terrain, only for being actually obscured, or due to a special rule or effect. Crowded Formation: Only the first two ranks of a unit that Fights in Ranks can shoot during the shooting phase. Should the unit fire backwards, or to the side, this would mean the first two ranks facing in the direction of those arcs, respectively. Cohesive Fire: If one model that Fires in Ranks can see an enemy unit, and fires at that unit, the entire remainder of the unit may shoot at that unit where allowed, regardless of line of sight. The target gains a 3+ cover save against shots from models that cannot see them. Stand and Shoot: When a unit that Fights in Ranks is charged and is not already locked in combat, if it decides to hold position, it may take a Leadership test. If it succeeds, every model in the unit may fire a non-spell shooting weapons that it has equipped against the charging unit at -1 to hit. Remove casualties from the charging unit before the charge is resolved. Such shots never prompt any morale tests. Flanks: When a unit that Fights in Ranks is charged, the charging unit charges the arc that the majority of its models are in when the charge is declared. If a unit that Fights in Ranks is charged in a direction that it is not facing, it is flanked: it strikes at I1 against that enemy unit as long as it continues to not face that unit. If that unit is the only unit that it is locked in combat with, at the start of your movement phase, you may test Leadership for a flanked unit. If that roll is successful, each model in the flanked unit is turned to face the flanking unit. If so, models pile in along their ranks to be as close as possible to the flanking unit. After doing this, your unit is no longer considered flanked. Strength in Ranks: A unit that Fights in Ranks, and is not being flanked, gains +1 to combat resolution for each full rank of 5 models, or +2 for each full rank of 10 models. =====Horde===== A Horde is a wild, unorganized, teeming mass of warriors. A Horde must be within 1" of each other to be in coherency. A Horde may move in any direction as its movement allows. It reforms and consolidates as normal(see page XX) A unit with the Horde Formation has the following special rules(see later chapters for further information): Scattered Target: Models in a Horde gain a 6+ cover save simply for being in area terrain. Pressing Assault: A Horde gets +1 to combat resolution for every 12 models in the unit =====Skirmish===== Skirmishers are soldiers set apart from one another, focused more on individual tactics than on overpowering mass strength. Skirmishers must be within 2" of each other to be in coherency. Skirmishers may move in any direction as their movement allows. They reform and consolidate as normal(see page XX) A unit with the Skirmish Formation has the following special rules(see later chapters for further information): Concealed Target: Skirmishers gain a 4+ cover save simply for being in area terrain. Agile Tactics: Skirmishers, even those without the Hit and Run special rule(see page XX), may attempt to Hit and Run against units that Fight in Ranks. They count as having -1 to their normal initiative when taking this test, unless they have the actual Hit and Run special rule.
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