Source: Warhammer Fantasy: 7th Edition

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

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 satisfying as a good 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.

As with the turn sequence, the things that you can do within the movement phase are performed in a strict order. An overview of each part of the sequence is given below.

Previous - The Turn

Next - Shooting