Movement
At the beginning and end of Movement, you should check for Hatred.
Models may move up to the M value in inches. Units move up to the M value of the slowest member. This movement may include Maneouvres, but most Maneouvres do not extend the movement of the unit.
Only certain units may move through each other.
- Skirmishing troops and non-associated character models may move through friendly units if the unit being moved through remains stationary this turn. This is treated as a simple maneouvre for both parties, which may require tests. If failed, then both units are brought to a halt at the point of contact
- If skirmishing units or non-associated character models are within a pentrated unit, the pentrated unit may not move.
- If a unit is forced to move while being moved through, both units move at half pace and will automatically rout if pushed back and followed up that turn.
- Skirmishing troops and non-associated character models may freely move through skirmishing units and non-associated character models without any maneouvres or tests.
- Skirmishing troops and non-associated character models may freely move through statinary war engines, single creatures of any size, and chariots without any maneouvres or tests.
- It is not possible to move through routing or charging units under any circumstances.
- If units suffering animosity or saga animosity are mixed, then they must immediately test for animosity or saga animosity.
Units must halt if they would pass within 1" of an enemy without having declared they intend to charge that enemy.
Maneouvres
There are three types of Maneouvre: Simple, Complex, Charge, and Withdraw From Combat. You may perform up to three Simple maneouvres (depending on your Leadership), a single Complex maneouvre, or declare a Charge during your Movement phase. In most instances, these comprise your Movement up to your maximum Movement. If you do not possess a Leader, you may Charge and perform one Simple maneouvre.
Simple
Simple maneouvres cannot be made if the following are true:
- The unit is crossing or is seperated by an Obstacle.
- The unit is engaged in combat.
- Units in difficult terrain or uneven ground may not alter their formation, and may only make one simple maneovre.
Units may attempt up to three simple maneouvres in any singular phase. They must pass a Leadership test by rolling 2d6 with a total that does not exceed their Leadership value in order to make each maneouvre after the first, and cannot make a third if they fail to make a second.
Change Basic Formation
If the unit is in a basic formation, then the unit may increase or decrease the amount of units in the front rank by up to two models on either flank. Once the front rank has been altered, the following ranks will attempt to copy, drawing from ranks behind them to make up the difference. Any incomplete ranks will be placed centrally in their rank.
Turn 90 or 180 degrees
Each individual model rotates by 90 or 180 degrees, changing the arrangements of the ranks. As a result, the Leader swaps position with a member of the unit at the centre of the front rank. Standard bearers and musicians may move in a similar manner. Due to this, it may be preferable to alter formation before turning.
Wheel
The unit alters its bearing by rotating forwards about one of its corners. This can be combined with moving forwards, but no one member of the unit may move more in total than the lowest M value in the group.
Complex
You must pass a Leadership test to perform a complex maneouvre.
- Units require a Leader in order to preform complex maneouvres.
- Units in difficult terrain or uneven ground may not make Complex maneovres.
Moving Backwards
Any unit moving backwards moves at half rate, stacking with terrain penalties.
Backwards Wheel
The unit alters its bearing by rotating backwards about one of its corners at half rate.
Pivot About Centre
The unit wheels as normal, but with the Leader as the pivot point. As this involves moving backwards, the maximum Movement is halved.
Charge
While you must declare charges during the Movement phase, they are resolved during the Combat phase. For this reason, they cannot be declared during the Reserves phase. Note there are restrictions on declaring a Charge: namely, you must be within Line of Sight of the unit. You should also take note of Fear, Frenzy, and Panic.
Withdraw From Combat
The unit withdrawing must turn to face directly away from the opponent and move directly away at twice their movement rate. A leadership test must be made when complete: if failed, the unit is routed, but does not move further that turn.
If a unit's opponents withdraw in such a manner, then they will pursue as if the unit had routed. No free hack is struck as the unit withdraws, but may be struck if the withdrawing unit is caught, in which case the withdrawing unit is automatically routed.
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