Source: Warhammer Fantasy: 6th Edition

2. Movement
URL Copied!

  1. Declare charges

  2. Rally fleeing troops

  3. Compulsory moves

  4. Move chargers

  5. Remaining moves

Declare Charges (p.44)

Indicate which units are charging and nominate the enemy unit which they are going to charge. Take Panic tests for any units that are in close combat that will be charged in the flank or rear. Opponent decides charge responses.

Charge Responses (p.45)

Stand & Shoot

If the attackers begin their charge more than half their charge move away they may be fired upon by troops armed with missile weapons. Should this cause the chargers to take and fail a Panic test they will flee in the Compulsory Movement phase.

Hold

The unit stands fast and braces itself ready to be charged. This is the usual reaction of troops who are either not armed with missile weapons or are too close to the enemy to be able to use them.

Flee

Models are moved immediately 2D6" away from the enemy if their Movement is 6" or less, 3D6" if their Movement is more than 6".

Rally Fleeing Troops (p.75)

Troops that fled in a previous turn can be rallied by rolling less than or equal to the unit's Leadership characteristic on 2D6. A unit must have at least 25% of its original number of models surviving to rally. Rallied troops may not move or shoot this turn but may adopt any formation facing the enemy. Rallied characters may cast spells as normal.

Compulsory Moves (p.45)

Compulsory movement is done after charges have been declared, but before any movement. Units subject to compulsory movement, such as those forced to flee or under the effects of frenzy or stupidity, must be moved now.

Fleeing troops move either 2D6" or 3D6" depending on their Movement characteristic, ignoring penalties for obstacles and difficult ground but moving around impassable terrain. Frenzied troops move their normal charge distance if they are within range of their target. Otherwise they may move as normal. Stupid troops half their Movement if they fail their Leadership test.

Move Chargers (p.52)

Chargers make a double move towards the target unit and must bring as many models into combat as possible. Chargers may not turn or change formation, but can wheel to bring more models into contact with the enemy. However, the unit need not do so if this means that it would not reach its target. Once a unit reaches the enemy it halts and is aligned with its opponent to form a neat battle line. This alignment move is free. If a charging unit's target has fled but is still within charge range it is destroyed.

Failed Charges

If the target unit flees out of reach or the charge move is too short, the charge has failed. Move the charging unit its normal movement unless another unit is also within range in which case the charge may be redirected against this new target. A charge may only be redirected once. Units which fail to complete a charge may not shoot although a wizard is free to cast spells as normal.

Remaining Moves (p.49)

Any remaining units may now move up to their maximum move distance. Units may move in a straight line or may manoeuvre. There are four types of manoeuvre:

Wheel

Units can pivot around one corner. Measure the distance travelled from the outside model. A unit may wheel several times in a turn as long as it has enough movement. A unit may wheel once in a charge to bring more models into combat.

Turn

A unit that is not charging or marching may turn 90° or 180° by surrendering a quarter of its move. Note that each individual model turns in place; the unit as a whole does not move. Leaders, Standard Bearers and Musicians are then moved to the unit's new front rank.

Change Formation

A unit may increase or decrease the number of ranks it is deployed in by one at a cost of half its move. It may increase or decrease its ranks by two if it does not move at all.

Reform

If it is not in close combat a unit may reform into as many ranks as it wishes and facing in any direction it wishes. If a unit reforms it cannot move at all and may not shoot in the Shooting phase, but Wizards are free to cast spells as normal.

Previous - 1. Start of the Turn

Next - 3. Magic (p.134)