Warhammer 40,000/7th Edition Tactics/Movement 101: Difference between revisions

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==Basic Advice==
==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.
*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.
 
*Remember, ever inch counts. If you run and you roll a 1, tough shit, one inch can reform your entire squad from a jumbled mess to an orderly squad in tip top shape.
==Countering Enemy Movement==
==Countering Enemy Movement==



Revision as of 20:33, 1 May 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.
  • Remember, ever inch counts. If you run and you roll a 1, tough shit, one inch can reform your entire squad from a jumbled mess to an orderly squad in tip top shape.

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.