Warhammer 40,000/7th Edition Tactics/Movement 101: Difference between revisions
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==Common Rules Mistakes== | ==Common Rules Mistakes== | ||
*One of the most common misconceptions is that you are not allowed to move through friendly models unless you're a skimmer. | |||
*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== | ==Basic Advice== |
Revision as of 20:48, 4 April 2010
This page indexes how movement works in 40k:
How Movement Works
Common Rules Mistakes
- One of the most common misconceptions is that you are not allowed to move through friendly models unless you're a skimmer.
- 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.
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.