RED ELF
MOVEMENT PHASE

The Movement phase Is your chance to move your units around the battlefield. For example, you can send them into the attack, move them into cover, retreat from a superior foe or sweep around an enemy's vulnerable side or rear. Although the Movement phase is the easiest to perform, it's probably the most tactically important. For the time being we'll just explain how warriors on foot move, as they are by far the most common units in the game. Vehicles, jump/mounted infantry and certain other units move in different ways to represent their greater mobility, and these will be discussed in detail later.

In his turn, a player may move all or some of his units up to their maximum movement distance. Once a unit has completed all of its movement, the player selects another unit and moves that one. and so on, until the player has moved all of the units he wishes to move.

MOVEMENT PHASE SUMMARY

1. Choose a unit to move.
2. Move any or all of the models in the unit up to their maximum move distance
3. Repeat the above until movement is complete.


Note that a player doesn't have to move all (or indeed any) of his units. A unit that doesn't move is often more effective at shooting, as we will explain later in the rules. Once you have started moving a unit you may not go back and change the move already made by a previous unit.

MOVEMENT DISTANCE

Infantry on foot move up to six inches (6") in The Movement phase. This represents most creatures moving at a run but stopping several limes to observe the surrounding landscape for enemies, snap off a few quick shots with their weapons, etc. Even warriors who are moving in a part of the battlefield where no enemies may be apparent move 6". This is because your units lack your own god-like knowledge that there is no enemy around. A model may not move into/through the space occupied by a friendly model or through a gap between friendly models smaller than its own base size. A model cannot be placed so that it touches an enemy model during the Movement phase - this is only possible in the Assault phase. To keep this distinction clear, a model may not move within 1" of an enemy model (ignore wrecked vehicles) during the Movement phase.

MAINTAINING UNIT COHERENCY

As mentioned before, units are normally groups of models operating together on the tabletop. They tight in a loose formation with gaps between each model. This gives the individual troopers freedom to move quickly over difficult terrain, and enables them to disperse somewhat to take advantage of cover.
When you are moving a unit, the individual models in it can move up to their maximum movement distance - remember that units have to stick together, otherwise individual models become scattered as the unit loses its cohesion as a fighting force. So. once a unit has finished moving, The models in it must form an imaginary chain where the distance between one model and the next is no more than 2". We call this unit coherency.

During the course of a game, it's possible a unit will get broken up and lose unit coherency, usually because it takes casualties. When this happens the following rule applies:

If a unit is broken up for any reason, the models in it must be moved to restore unit coherency in the next Movement phase. If they cannot do so, the unit may not shoot or launch an assault until it is in a coherent formation again. If the unit cannot move for some reason in its next turn (because they are pinned down by a barrage or sniper fire, for example), then they must move to restore unit coherency as soon as they have the opportunity.

TURNING & FACING

As you move models in a unit they can turn by any amount, without any penalty, to the distance they are able to cover. Infantry models can be turned to face their targets in the Shooting phase, so don't worry about which way they are pointing at the end of their Movement phase (although dramatically facing off against their foes is traditional).

RANDOM & COMPULSORY MOVEMENT

Sometimes, a unit will be specified as being subject to random movement and/or be forced to move in a certain way. Most commonly this wilt be D6" or 2D6" of additional movement and/or moving directly towards the closest enemy. Unless covered otherwise in the special rules for (he unit, such movement is subject to all the normal penalties for moving through difficult and dangerous terrain. A unit using random movement slowed by difficult terrain halves the distance rolled (rounding up), unless specified otherwise.