Episode 92: The Movement Phase
In this episode, we talk about the Movement phase. This is another in our series of podcasts on Warhammer 40k tactics and the phases of the game. We start off with the mechanics of the movement phase and the impact of the different types of terrain on movement. We then talk about having a purpose for moving a unit, having a plan and thinking ahead, and movement with each of the different unit types.
The Importance of Movement Phase.
The only phase where you have total control. The only random elements are the advance rolls.
Games are won and lost in the movement phase.
Mechanics of movement
Be precise with your movement, use dice to measure distance if traveling over long distances with a big unit.
Watch unit coherency, it’s easy to get sloppy with coherency or to claim more of the board than you are legally allowed.
Watch when making turns with creatures or vehicles, especially with knights: no cutting corners!
Fliers, especially Craftworld Eldar fliers, are notorious for sloppy movement. Watch your facing and place dice before movement if you have to.
Terrain limitations on movement
Unlike past editions, most terrain does not slow down movement. It does affect movement though.
Define BEFORE the game to avoid arguments. Mostly the edges of terrain, especially ruins without bases.
Purpose of movement
First question before you move a unit: what is the purpose of the movement?
- Kill a unit or stand somewhere
- Stop your opponent from killing a unit or standing somewhere
Killing a unit: moving into the unit’s effective threat range: movement plus range of shooting weapon or effective charge.
- Does doing this make it easier for my opponent to engage me?
- Moving out of range of supporting units, or unit auras, or counter charge units can be a danger if you are too aggressive with your movement.
- Does this put me somewhere I don’t want to be? Do I need to be standing somewhere else?
- Taking up space/board control/capturing an objective is a key element to this edition.
- Taking up space often limits what an enemy unit can do, but you need to keep your units supporting one another.
Stopping an opponent from killing you
- Moving into a ruin/building or up a level in a building (watch for indirect fire).
- Moving out of threat range
Stopping your opponent from standing somewhere
- Preventing your opponent from moving/deepstriking
- Screening out units, bubble wrap are all examples.
- Move block to prevent movement; each unit still has to be within 1”
- Fly is a really powerful ability because it allows units to bypass your units, but they still need to land.
Movement is a phase, but it’s not often that you can get where you want to go in a single turn. When you hear “think two turns ahead,” it’s usually involving movement.
You need to consider your movement path over several turns and make sure you don’t put yourself out of position.
Unit Types and Movement
Characters (under 10 wounds)
Vehicles/Bikes without fly
Vehicles/bikes with fly
Because everything in this edition is a separate unit, you often move in groups of units.
Direct support like Aura buffs or psychic support
Make sure you don’t’ move yourself out of range, move the units giving the support first and then move around them to stay within range.
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