Source: Warhammer Fantasy: 4th Edition

The Movement Phase - Frequently Asked Questions
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What is the sequence of actions that should take place in the Movement Phase?

The following sequence is suggested for the Movement Phase:

  1. Declare Charges

    1. Attacker tests for fear if required

    2. Defender tests for fear if required

    3. Defender tests for panic if charged in flank/rear by 5+ models when already engaged in combat

    4. Defender declares options: stand & shoot, hold, or flee

    5. Resolve stand and shoot missile fire (panic test if 25%+ casualties)

  2. Rally Fleeing Units

  3. Compulsory Movement

    • Including Dark Elf Obedience test, moving Goblin fanatics, moving fleeing units, etc.

  4. Move Chargers

    • Resolve possible overrun of fleeing units or failed charge move.

  5. Remaining Movement

Source: Warhammer Design Team

When is a model considered off the board?

When its base touches the edge of the board.

Source: Warhammer Design Team

Do the movement rates printed in the army lists include modifications due to heavy armour and shield or barding?

No. The movement rate given is the base movement rate, modifications due to heavy armour and shield or barding need to be taken into consideration. The only exception to this is that Dwarfs' movement is not slowed by heavy armour and shield.

Movement modifications are:

  • No Armour: No movement modifier

  • Heavy Armour & Shield Only: -1 Movement Modifier

  • Barding Only: -1 Movement Modifier

  • Heavy Armour & Shield, Barding: -2 Movement Modifier

Source: Rulebook, pp. 20 & 95

When do units take the movement penalty for heavy armour/barding, is it before or after the doubling of moment for march moves and charging?

The movement penalty is taken before the movement rate is doubled.

Source: Rulebook & Warhammer Design Team

Does heavy armour by itself impose a movement penalty?

No. The movement penalty is only for heavy armour and shield.

Source: Rulebook & Warhammer Design Team

What units can a unit charge?

A unit can attempt a charge any enemy unit that is within its line of sight, and it can only wheel once during its charge.

Source: Rulebook, p.16

Can units charge through other units in their own army?

The units may block the line of sight for the unit that wants to charge. Even if they do not, the unit cannot charge through them. The interfering units cannot move out of the way due to the sequence of the movement phase:

  1. Declare charges.

  2. Rally fleeing troops.

  3. Compulsory movement.

  4. Move chargers.

  5. Move the rest of the troops.

Source: Rulebook, pp. 16, 18 & 25

Can a unit charge more than 1 enemy unit?

Yes, but unless the charging unit is able to contact all the enemies it declared its charge against, then count it as a failed charge. Note that if the charge fails the unit can't move closer than 1" to an enemy unit, even if said enemy was one of the units it declared a charge against (i.e. you must get all or none!)

Source: Warhammer Design Team

Can a character leave a unit to charge the enemy?

No.

Source: Rulebook, p. 48 & Warhammer Design Team

Can a character leave a unit that is going to charge the enemy?

No.

Source: Rulebook, p. 48 & Warhammer Design Team

How much of my unit has to be in contact with another unit before they are considered in hand-to-hand combat?

First, recall that a a charging unit cannot turn or change formation. This is because the troops are running or galloping once the charge has begun, and would be unable to execute delicate maneuvers even if they could hear the orders of their leaders above the shouting and din. A charge is made straight towards the declared enemy target with the intention of getting as many models into combat as possible.

A unit can wheel once at the start of the charge in order to bring as many models to face the enemy as it can. If the chargers would not otherwise hit their target were they to move straight forward, then they must wheel to face their enemy, and must endeavour to bring as many models as possible into combat.

If chargers need to wheel towards their target, execute the wheel as already described measuring the distance wheeled as you normally would. This distance counts as part of the total distance charged. For example, if a unit can charge 12" it might wheel 4" to bring models to face the enemy and then move up to 8" towards them.

Once a unit has completed any required wheel it is moved straight forward towards the enemy and stops as soon as the two units touch.

Once the charging unit is in contact it is automatically align the two units so that the maximum amount of figures in the front rank are in base to base contact This extra alignment move is free so long as it does not take the unit into difficult terrain or over an obstacle it has not already crossed.

If it is impractical to align a unit properly because of interposing terrain, other models, or other factors, then it is acceptable to re-align the charged unit as well (or instead) so that the battle lines remain neat.

It can happen that a situation is confusing because of interposing terrain or models which make it impossible to align the whole unit.

Source: Warhammer Design Team

Can I force a panic test when I charge with skirmishers in the rear of a unit already in hand to hand?

Yes, as long as the skirmishers have 5 models.

Source: Warhammer Design Team

If a charged unit chooses to flee, how does the charging unit move?

If a charged unit chooses to flee, use the dice (either 2D6 or 3D6) to determine how far the fleeing unit moves. The charging unit can move its maximum charge distance from its original starting point in an attempt to reach the fleeing unit. If the charger catches the unit, it is destroyed. If the charging unit will not catch the fleeing unit, it is treated as a failed charge (and the attacking unit only moves its regular move).

Consider the following example:

  1. A Unit of Black Orcs on foot (4" move) is 4" away from a unit of crossbow men.

  2. The Orcs charge the crossbow men.

  3. The crossbow men decide to flee, and roll 3 on 2D6.

  4. The crossbow men are now 7" away from the Orcs.

  5. The Orcs move 7" (within charge distance) and cut down the fleeing crossbow men.

Source: Rulebook, p. 23

When a creature flying High comes down into hand-to-hand combat with an enemy unit, and that unit chooses to flee, can it pursue?

No, when a flying High figure comes down into hand-to-hand combat, it cannot pursue.

Source: Chronicles of War, p. 5

When a creature that is flying low charges a unit does it get to double its 24" flying movement?

No, a creature that is flying low has a 24" movement always, even when charging.

Source: Rulebook, p. 70

When a flying creature that is flying low charges a unit, may it pursue the unit if the unit flees?

Yes. The White Dwarf article specifically states that creatures flying high cannot pursue fleeing units, but creatures flying low may. If the creature flying low catches the unit with its 24" movement, the fleeing unit is destroyed.

Source: Rulebook, p. 70 & Chronicles of War, p. 5

Do stand and fire missile casualties apply towards combat resolution?

No, they can only cause a panic test (if 25% or more casualties caused).

Source: Warhammer Design Team

Can a unit stand and shoot at enemy units charging its flank or rear?

No. In order to shoot at an enemy unit it has to be in the unit's field of view; enemy units that are charging a unit's flank or rear are not in that unit's field of view.

Source: Rulebook, p. 25

If a charging unit takes 25% casualties (due to defender standing and shooting), when does the unit take the panic test?

The shooting casualties are taken before the unit moves, or when the unit moves into maximum missile range of the defending unit. The attacking unit immediately takes a panic test after suffering casualties (and before coming into contact with the defender). If the attacking unit fails its panic test, it flees instead of successfully charging the defender.

Source: Rulebook, p. 23

Is stand and shoot a valid option for all charges within a unit/character's field of view?

No. A unit/character can only stand and shoot at an enemy that has to move 50% or more of its charge movement to reach your unit.

Source: Rulebook, p. 19

Can War Machines stand and shoot?

No, except Jezzails and Warpfire Throwers. Warpfire Throwers cannot shoot at creatures that attack from flying high.

Source: Chronicles of War, p. 5

When you stand and shoot, how is it determined if its is long range or shoot range for the missile weapons?

When you stand and shoot, it is always considered short range.

Source: Warhammer Design Team

Can you stand and fire at a unit or character who charges via magic?

No. The unit that is being attacked by the magically moved unit/character does not have time to react to the charge. This means that the only charge reaction allowed for magically moved attackers is 'hold'.

Source: Warhammer Design Team

When is the effect for a breath weapon worked out for stand and shoot?

If charging foe is within range when the charge is declared, the damage for the breath weapon is worked out before the charging unit moves. If the charging unit is not is range for the breath weapon, move the unit until the breath weapon template covers (50% or more of the base) members of the front rank of the unit, then work out damage.

Source: Warhammer Design Team

What determines how far a unit flees or can pursue a fleeing unit?

When a unit breaks in hand to hand combat or pursues a unit that broke in hand to hand combat, a dice roll determines it's pursuit and flee distance:

  • For units whose movement is greater than 6", it rolls 3D6 for fleeing/pursuit movement.

  • For a units whose movement is up to 6", it rolls 2D6 for fleeing/pursuit movement

The exception to this is the Dwarfs who get 2D6-1 for fleeing.

Source: Rulebook, p. 35-36 & Battle Beastiary, p. 13

When else are die rolls used for pursuit/fleeing?

Whenever a unit flees, it uses the appropriate die roll for its fleeing movement. The pursuing units only use the die roll to determine movement when charging after a unit that broke in hand-to-hand combat with them.

Source: Rulebook

How far can a flyer creature pursue/flee?

The flyer can flee/purse 3D6".

Source: Chronicles of War, p. 5

Can a character leave a fleeing unit?

No.

Assassins have special rules that allow them to leave fleeing units.

Source: Rulebook, p. 48, Warhammer Armies - Skaven, p. 51 & Warhammer Armies - Dark Elves, p. 40

May fleeing units move through friendly units?

Yes.

Source: Warhammer Design Team

If a unit flees, and during the flee come into contact with an enemy unit then is it destroyed?

No, its fleeing movement is halted 1" from enemy unit. Units can only come into contact with enemy units by charging.

Source: Warhammer Design Team

If a character/unit is beaten by his foe, and directly behind it is impassible terrain, how does the character/unit flee?

The character would have to try to flee directly away from the enemy troops and could not due to the impassible terrain, therefore the character/unit would be caught by the pursuing troops and killed.

If a situation should arise where the fleeing unit can flee through a gap that the pursuing troops couldn't fit through, then the pursuing troops should be allowed to chase after the opponent. This would be allowed as long as no individual model in the unit moves further than the distance rolled on the dice (effectively the pursuing troops move in the same way as the fleeing troops). The pursuing unit may end up in an odd formation. This is not intended to allow pursuing units to change formation willy-nilly; they may only change formation in order to catch an opponent.

Source: Warhammer Design Team

How far can units march?

Up to double its movement value, while avoiding terrain and obstacles. War engines, chariots and other machines cannot march

House Rule: The Warhammer Design Team suggest the house rule "Fast March":

A unit of troops which includes a musician and a standard bearer can fast march at three times its normal move rate rather than double its move rate as in a normal march. However, the unit must adopt a column formation in order to do this with at least as many ranks as it has models in each rank.

For example, a unit of 16 in four ranks each of four models is a column. Imagine troops marching along a road and you will get the right idea. If a unit has lost its standard, or does not have one, it may not fast march - both are necessary. Otherwise a fast march is exactly the same as an ordinary march and all the rules for marches apply.

Source: Rulebook, p. 22 & Warhammer Design Team

If a unit is going to march move, does it have to be 8" away from enemy units during its entire movement?

Yes and No. A unit can march move until it is within 8" of an enemy unit, then it has to stop moving immediately.

Source: Rulebook, p. 22

Can a unit that march moves shoot missile weapons that turn?

No, the unit is considered to have its weapons in the 'unready' position while it marches.

Source: Rulebook, p. 22

If a unit march moves this turn, and is engaged in hand to hand combat next turn, does it suffer any penalty?

No. If during its turn a unit march moves, and during the opponents turn a unit engages it in hand to hand combat, it fights normally.

Source: Rulebook, p. 22 & 30

What units get the movement benefits of Fast Cavalry?

Mounted units that have a movement greater than 6", and have an armour save no better than 5+.

Source: Rulebook, p. 22

Do Centaurs and Chaos Dwarf Bull Centaurs get the movement benefits of Fast Cavalry?

No.

House Rule: It is suggested that Centaurs and Chaos Dwarf Bull Centaurs gain the movement benefits of Fast Cavalry.

Source: Rulebook, p. 22