In 40k the majority of models move 6 inches in the movement phase, with exceptions being calvary, jetbikes, jump infantry, beasts and bikes (who all move 12 inches) ,and vehicles (whose movement is based on the type of vehicle). In terms of the direction a squad can move the player simply turns the squad in the direction they wish to move and then moves the squad.
In terms of the effects of terrain on movement in 40k open ground has no effect on movement. Impassable terrain cannot be moved through. Lethal terrain cannot be moved through in addition any model that touches lethal terrain dies instantly with no saves of any kind allowed. Difficult can be moved through however any squad or model that wishes to move through difficult terrain must roll 2D6 and pick the highest as their movement value. Dangerous terrain works exactly like difficult, in addition each model that passes through dangerous terrain must roll a dice, and on a roll of 1 that model suffers a wound with armour and invulnerable saves allowed (referred to as a Dangerous terrain test) .
Different model types are effected differently by terrain, for example Calvary ignore the movement reducing effects of difficult and dangerous terrain but must take a dangerous terrain test when moving through difficult and dangerous terrain.
- The 40k movement system is by far less complex than the fantasy, allowing for a quick and fast movement phase.
- Terrain rules are simple and straight forward.
- With every model (regardless of race) moving a set distance the 40k movement phase is streamlined and straight forward.
- The more difficult tactical maneuvers of Fantasy don't work in 40k due to the fact that there is no penalty for turning your squad to face a new direction, and that the squad formation in 40k is very loose compared to the tight unit formation of Fantasy.
- With Charge moves being moved to the assault phase, and having the option to “Run” models in the shooting phase there is movement going on in every game turn, and given that newer armies take advantage of this it can leave the older armies at a severe disadvantage.
- Lethal terrain, if not properly defined, can cause arguments during game given the extreme effects it has on models that enter it.
In Fantasy every model has a individual movement characteristic, a model can make a normal move up to the maximum value of that movement characteristic or can march, in which case they can move up to double that movement characteristic, however you cannot march if you are within 8 of an enemy unit or model unless you pass a leadership test first. The Fantasy movement phase is very structured and each movement phase is broken down into various steps that must be followed in a particular order, those steps are as follows:
1)Declare charges. The player declares which units will be charging who, and then resolves each individual charge before moving onto the next unit.
2)Resolve Charges. The individual charges are resolved, with the unit being charged either standing and holding (standard charge reaction where the unit braces for the charge, has no additional effect), Standing and shooting (a optional reaction for a unit with ranged weapons, the unit can make a shooting attack, at -1 to hit, before the charge hits) or Fleeing (the unit runs directly away from the charging unit 2d6, unless the charging unit can redirect the charge, a leadership test, it counts as a failed charge), after the reaction has been resolved each charging unit moves 2d6 plus the movement characteristic of the unit.
3)Compulsory moves. Any unit that has to make a non-voluntary movement does so now, after charges but before remaining moves. Also any fleeing units can try to rally.
4)Remaining Moves. Any unit that has not moved yet, either as a charge or compulsory move, can do so now.
Moves like pivoting and turning count towards moving the total distance a unit can move, for example a unit of Wood Elf Glade Guard turns to the left of its current position (which say takes 3 inches) it can them move 7 inches forward.
Terrain has been simplified in Fantasy, there are 3 types of terrain:
1):Open Ground. Open ground has no effect on unit movement
2):Dangerous terrain. Like 40k and model that moves through difficult terrain must pass a
dangerous terrain test or suffer a wound without armour saves.
3):Impassable terrain. Impassable terrain cannot be crossed.
- The Fantasy movement system allows for tactical maneuvers and sneaky movement tricks
- Each army has a base movement value that compliments its play style making for a more unique feel per army
- As the terrain system is fairly simple less time is spent debating whether a forest is difficult or dangerous terrain.
|In this selection of images we see how a wood elf player Maneuvers in between the two units of zombies to prevent them from charging the unit.|
|Please note that the wood elf player deserves to have dice thrown at him for playing this trick|
- The Fantasy movement phase takes far longer as it is more complex than 40k
- Due to how models are placed in their unit arguments can easily begin about how many models in a unit should take Dangerous terrain tests.
The movement phases of Fantasy and 40k echo their deployment phases in that 40k is streamlined, allowing for a fast movement phase, and Fantasy is complex, allowing for more tactical moves. While a streamlined system is good it removes a fair bit of tactics from the 40k movement phase in order to be as streamlined as it is. And while there is a certain amount of boundless glee to be gained from pulling off a tricksy fantasy maneuver newer and inexperienced may be put off doing some of the more cunning tricks due to the many rules that surround the Fantasy movement phase.
Hopefully you have enjoyed part 2 of the Fantasy and 40k series, at some point in the future part 3 will be published which will look at the Fantasy magic phase and 40k psychic powers.
Until next time.