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The movement phase was pretty wild in classic 40k

76.9K views· 3,442 likes· 6:57· Mar 27, 2023

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About This Video

Welcome back to my guided tour through the rule-minefield that is Warhammer 40,000 second edition—today’s lesson is the movement phase, and yes, it’s as wild as you remember (or worse, if you don’t). I start by springing the classic trap: “each model moves its M in inches.” Wrong. Before you even touch a model, you’ve got mandatory sub-phases to respect, plus the optional-but-essential pre-game negotiation where you and your opponent argue about what terrain even is. Half move, quarter move, impassable—fine. But then try charging something on a roof in turn three of a three-hour game and tell me you’re still friends. From there I walk through the actual sequence: declare charges (no pre-measuring—just vibes and consequences), endure overwatch (I spare you the long version), then resolve mandatory movement like out-of-control vehicles and the collision rules that somehow have a whole page and still don’t answer anything. Finally you get to normal movement: move-and-shoot, run-and-don’t-shoot, heavy weapons being picky, and the glorious 90° fire arcs. Then I point out the tiny sentence that breaks the game—troops can’t run within 8 inches of enemies—and why I recommend you ignore it unless you enjoy stealth-measuring and infinite backpedaling. And yes, you should still play it. How else are you getting vortex grenades and virus outbreaks?

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