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Sequences In The Movement Phase
The Warhammer rules are based a lot on strict orders and I cover the Movement Phase sequences in this episode.
Start of the turn is exactly as it sounds. Lots of things can happen here and they are always specified in their own rules.
Next up is Declaring Charges. This is very simple but also quite complicated.
- Declare a charge
- Declare reaction
- Resolve reaction and all things brought on by that reaction.
- Possible test to Redirect Charge
- Return to 1 or move on.
- Take any frenzy tests required
- Choose a unit to roll charge distance and move charge or failed charge.
- Choose another unit to resolve until all are completed
Moving onto Compulsory movement and this one is quite easy. Rallying, Fleeing and moving. Rallying must come first. Test to rally and resolve the reform or flee move then continue on to the next unit.
The Remaining moves section of the movement phase is an area that has the most flexibility but also a few key orders. Aside from the fact that you should pick a unit and move it before moving onto the next you also have tests to perform for Swift Reforms and Marching.
- Choose a unit
- Decide if you want to March or Reform or move.
- If Marching take a test and perform the march move.
- If Swift Reform is desired take the test and carry out the manoeuvre
- Move your unit.
- Choose a new unit.
Tomorrows episode will cover sequences in other parts of the game
If you have anything to say about this episode feel free to let me know by leaving a comment below or sending an email to firstname.lastname@example.org
I look forwards to hearing what you have to say!
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Mastering the Movement Phase.
I wanted to do an episode on the movement phase but wasn’t certain of the format I should use. I have a load of ideas for ways that you can take your play to the next level by tightening up your movement phase skills but to fit them all into a 15 miniute show is tricky. Some of the advise is also very difficult to put across in an audio format so in the end I decided to choose my best tips and I came up with these 7.
So over the next 7 tips you should become a Master of the Movement Phase
1. Precision. I’m going to start with the most important one, be precise with your movements. Always mark where your unit has moved from, and when needed mark its furthest possible position. To truly master the movement phase you need to be clear and confident in how you move your units and remove any chance of an argument of positioning of units. Not only will that speed up your play but I find that in most cases it will also rub off on your opponent. You can use dice, arc of vis templates or markers made specifically for marking units. I personally use my charge arrows.
2. Deployment. With the most important tip done I’ll work my way through the rest of the movement phase tips. Next up is not in the actual movement phase, but in the deployment phase. It still applies though as my tip is to make sure you have space on deployment to move your units where your are going to need them to be. Things to think about are the amount of space between your units to allow them to wheel without bumping into each other. Also just to allow space to actually deploy a unit. You should also bear in mind that you need to place characters and this will make your units deeper, so don’t layer them up too close to each other.
3. Wheeling Distance. Its always useful to know wheeling distances. You can run into problems with 2 players having a different opinion of how far a unit can move. Having the maths to back you up is fool proof. A 5 wide 20mm base unit needs 6.3″ to perform a 90′ wheel. On 25mm bases this becomes 7.9″ So you know that your 5 direwolves can deploy 1″ behind your zombies and still perform a full wheel assuming the Zombies move their full 8″ forwards.
4. Carrying on from Wheeling distances, you need to be aware of table space. Measure the gaps between terrain pieces so you know if your units can fit, of if an enemy unit can fit through. A quick tip for this is to measure from the corner of your unit furthest from the obstacle, be it terrain, table edge or another unit, and if its the distance is equal to your units frontage + 1″ you can slip past assuming you don’t need to wheel more and your trailing edge goes closer.
5. Check directly ahead. Your laser pointers are great for this. Run a line up the side of your unit straight ahead. Make sure this won’t pass within an inch of another unit, terrain or anything else that might restrict your movement the following turn. It helps by not getting stuck having to move units in a certain order to make space. remember to can also check enemy units to see if they can charge past something. If they have to wheel past an obstacle they are not allowed to wheel again to hit your unit. (Closing the door is not a wheel…)
6. Less Haste More Speed. Be aware of how fast opponents units can go. Moving your full 10″ on turn 1 may mean that your opponents harpies can now land and block your unit where going 9″ might have put you too far away from those harpies to be blocked.
7. Run Away! Last tip is not so much moving forwards but more about running away. Its still in the movement phase though so I’m counting it. When running way you need to be aware of where your units will end up. A random distance is not all that random when you can force the position of that flee move buy blocking up the landing spots. Watch for secondary charges and also look out for units not passing over other units but passing within 1″ and still going through.
So that wraps up my 7 tip for Mastering the Movement phase. Start by picking one of them and using it in your very next game and you will notice an improvement right away. Once you have done it work through the rest and try to remember them all and in 8 games time you should be a Master of the Movement Phase.
When you have used one of these tips let me know by leaving a comment below. You can also catch me on Twitter @baddice_podcast