Unit Movement

The Movement Phase Sequence

Work through each sub-phase in order, completing one fully before moving to the next -- within a sub-phase, you may act with your units in whatever order you like. Each unit normally only acts in one sub-phase per turn (aside from Start of Phase), unless a special rule says otherwise.

  1. Start of Phase -- some models have actions that must happen right at the start of the turn.
  2. Charge -- declare and resolve any charges into close combat.
  3. Compulsory Moves -- moves the controlling player has no choice over, most often fleeing.
  4. Remaining Moves -- everything else: ordinary movement.
Start of Phase

The player first resolves anything that must happen at the very start of the Movement phase. Few models have such rules -- when they do, the details are given in that model's own entry in its Warhammer Armies book. With nothing to resolve, this sub-phase doubles as a natural pause between turns to tidy the battlefield -- clearing stray casualties, errant dice, and other gaming clutter.

Moving Your Units

A unit may move straight ahead any distance up to its Movement characteristic (M), in inches. Every model in a unit moves as one -- individual models can never leave their unit -- so if models with different Move values somehow end up in the same unit, the whole unit uses the slowest one.

Units are cumbersome and don't turn on a dime: models (and units) must move forward in a straight line unless they're performing a manoeuvre (see below).

Diagram showing the correct and incorrect way to measure a model's movement distance.
A common mistake when moving models is measuring from the front of the base, then placing the model so the BACK of its base lands on the far side of the tape measure -- this adds the model's (or unit's) whole base length onto the distance moved. Always measure from one consistent point -- in this example, the front of the first rank.
1" Apart

While moving, a unit can't approach closer than 1" to another unit -- friend or foe -- or to impassable terrain. It may still pivot on the spot, as long as it doesn't end the pivot within 1" of a unit or impassable terrain; if the pivot would bring it into contact, the model must be moved back afterward to restore that 1" gap (or, if it's trapped between two obstacles, the OTHER unit may be moved back instead, if possible). A unit already in close combat can never be moved back this way -- if neither unit can give ground, the pivot simply can't be made.

This rule doesn't apply to charge moves, since the whole point of a charge is to reach base contact. A unit can end up within 1" of a unit it didn't charge as a side effect of charging one it did -- that's fine, though you may want to nudge units apart afterward just to keep things visually clear.

Manoeuvres

Two manoeuvres let a unit change direction or rearrange its ranks: the wheel and the reform. Neither can be performed if it would bring the unit within 1" of another unit, and no model in the unit may move more than twice its Movement rate as a result of one (a model with Move 4 can move up to 8" this way).

Wheel

A wheel is a basic turn, pivoting the whole unit around one of its front corners -- often the best way to make a modest change of direction while still advancing. The leading edge of the formation swings forward like the spoke of a turning wheel, ending the manoeuvre facing a new direction.

During the Remaining Moves sub-phase, a wheel is measured by the distance moved by the outside model of the front rank. Once the wheel is finished, any remaining movement can still be used. A unit that isn't charging can wheel more than once during its move, and can mix forward movement with wheeling, as long as it has the movement to spare. Units may never wheel backwards.

Diagram showing a unit making three wheels to move around a rock.
To wheel, one corner of the formation moves forward while the opposite corner stays put as a pivot -- the unit swings round and ends the manoeuvre facing a new direction. Here, a unit makes three wheels to move around a rock.
Reform

Giving up all other movement and shooting, a unit can completely rearrange itself to face any direction. The leader gives the order, and the troops move to adopt a new formation -- keeping the unit's centre point fixed, it can be arranged into as many ranks as you like, facing whichever way you wish. As with a wheel, no model may move more than twice its Movement rate.

A reform is a complex manoeuvre -- it normally uses up the unit's whole turn, preventing any further movement and stopping it firing missile weapons in the Shooting phase.

Diagram showing a unit changing its ranks/files, its facing, or both when reforming.
When a unit reforms, it can change its number of ranks or files (A), the direction it is facing (B), or both (C).
The First Turn

At the very start of a battle there's unlikely to be anything in charge range yet, and no models fleeing either. Unless a special rule is in play, or a unit (like a Chaos Spawn) always moves in the Compulsory Moves sub-phase, you can skip straight to Remaining Moves on the first player turn.


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