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.