Normal Movement

With all your charges and compulsory moves attended to, you can now move the rest of your army. While it might lack the drama of the charge, the Normal Movement sub-phase is no less important. It is here that you'll maneuver your units in order to set up your own charges of future turns, as well as attempt to deny future charges your opponent will wish to make. Remaining moves can also be used to maneuver missile troops and wizards so that they have suitable targets, seize important areas of the battlefield, and so on…  

Moving Your Units (Remaining Moves)

During the Normal Movement sub-phase, units that did not flee, rally, or compulsorily move this Movement phase, and which are not engaged in combat, can now move and perform Maneuvers.   The player picks one of his units and moves it a distance up to the unit's Movement value (M) in inches. Once the chosen unit has finished its movement, the player can pick and move another unit, until all the eligible units the player wishes to move have done so.  

Moving Backwards Or Sideways

Units can not only move forward, they can also move backwards or shuffle to the side. Moving in these ways is a challenge for a ranked up unit, especially if you wish to maintain a viable fighting formation. To represent this, a unit that moves backwards or sideways moves at half their Movement rate (rounded up). For example, a unit of Elves (M5) would be able to move 5" forwards or 3" (2.5" rounded up) backwards or to the side.   Units may not mix forward, backward and/or sideways movement as part of the same move. As detailed before, units can only wheel when moving forwards. They cannot wheel backwards.  

Marching

Marching at the double allows troops that are away from the heart of the battle to move more rapidly. This represents the swift movement of reserves to a critical area by means of a rapid march and helps to ensure that units do not get stranded away from the fighting.   Marching troops move at twice their normal Movement rate, with weapons sheathed or shouldered. They are literally 'going at the double'. A unit on the march is not permitted to reform, as this would disrupt its movement, nor is it allowed to move backwards or to the side. It can Wheel as normal, as you might imagine a column of troops would in order to follow a road, for example.   If the unit starts their move within 8" of an enemy, they must pass a Leadership test to March. If this test is failed, the unit can still move their normal distance, but count as marching. They are disrupted by the nearby enemy!   It's also worth noting that a unit that has marched in the Movement phase cannot shoot missile weapons during The Shooting Phase nor can it declare a charge in The Melee Phase, so think carefully before you commit your troops to a march.  

Enemy Sighted!

A unit that is on the march is not prepared for combat, so troops are reluctant to march whilst a potentially threatening enemy is nearby. If you wish a unit to march when a non-fleeing enemy unit is within 8", it will first have to take a Leadership test. If the test is passed, the unit disregards the nearby foe and marches as ordered. If the test is failed, the unit refuses to march and will only be able to move normally. Note that if a unit attempts an Enemy Sighted! test and fails, it is still treated as having marched, even if its controlling player then elects not to have the unit move at all.  

Reinforcements

Sometimes the rules will call for a unit to enter the battle. Where this happens, we refer to the unit entering play as Reinforcements.   Units that enter the battle (also referred to as moving onto the board) as reinforcements are placed in base contact with the board edge (upon which board edge, and where, will depend upon the rule that triggers the reinforcements) facing directly towards the battlefield and with all of its rear rank touching the battlefield edge.   A unit that enters as reinforcements may not march and cannot attempt a charge later in the turn, but can otherwise participate in the game normally. It's worth bearing in mind that the unit counts as having moved for the purposes of shooting. In addition, all the models in the unit must be set up so that they are within twice their Movement rate distance of the battlefield edge that they entered from.  

Lone Models & Movement

Units that consist of a single model, such as monsters, chariots, lone characters or sole survivors of annihilated units, are mostly moved the same as other units.   They move, wheel, and march just like a larger unit. The one exception is that a single model can pivot on the spot as many times as it wishes over the course of its move. It can do so without penalty and so pivoting does not prevent models from marching, or even from shooting later in the turn. This represents the greater freedom of movement that an individual creature enjoys over its fellows in a ranked-up and disciplined unit; although a lone model that pivots on the spot does count as moving for the purposes of shooting and so on.  

Moving Off The Board

Except in the case of fleeing troops (as discussed earlier) and pursuing troops (see The Melee Phase) units are not permitted to end their movement with any models off the board.  

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