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MOVING TROOPS

This section contains all the common rules for moving armies on the tabletop. The same rules govern almost all movement, including the movement of chargers and most compulsory moves. Any exceptions that apply to chargers and fleeing troops are discussed separately. Also, a few creatures move in a special way, flying monsters for example. These are exceptions to the usual rules which, for the sake of convenience, are discussed elsewhere.

Moving an army is an important and often decisive part of the Warhammer game. When opposing commanders are well matched, movement can be as challenging and as satisfying as a game of chess. However, unlike a chessboard, the tabletop is not divided into exact squares. Instead movement is determined using a measuring tape or ruler.

The nature of the game, the varied terrain it is fought over and the stability of the models themselves means that it is impossible to be absolutely accurate about the movement of troops – the odd fraction of an inch will inevitably disappear as lines are neatened and models edged together. On the whole, this need not cause concern during play as it is better to keep the game flowing rather than worrying about unavoidable imprecision. It is recommended that where a move is especially important or an exact measurement is critical, it is good practice to agree what you are doing with your opponent before moving troops.

Movement Rate

The normal Movement rate of a model is defined by its Movement (M) characteristic value.

During their Movement phase, units can move up to their Movement rate in inches. For example, Men have a Movement characteristic of 4 and so may move up to 4". Fives, naturally faster and nimbler of foot, move up to 5". You do not have to move the full distance allowed, or even at all if you prefer, but you cannot move further than your normal Move rate unless charging, marching, pursuing or fleeing (all of these types of move are discussed later).

Troops riding mounts with barding move more slowly because the weight of their gear impedes movement. A cavalry mount with barding suffers a -1" move penalty.

For example, a Knight riding a horse can normally move 8". If the horse is wearing barding then the Knight moves 8"-1" (for the horse's barding) which equals a move of 7".