2. Movement Phase
In the movement phase, units will run across the battlefield in a mass scramble for cover and engagement. During the movement phase, units can move up to their movement allocation based on their characteristic and unit type. Models can be moved freely across the board. However, they cannot move through friendlies, enemies, through terrain, or anything else like that.
Unit Coherency
The range of a unit’s coherency is equal to half their Grit value in yards. To maintain unit coherency, all models must end their move within unit coherency range of a number of other friendly models in the same unit. The exact number of models is based on their current unit size summarized on the table below.
| Current Unit Size | Models to end within Gr yards |
|---|---|
| 1-5 | 1 |
| 6-14 | 2 |
| 15-24 | 3 |
| 25-34 | 4 |
| 35+ | 5 |
For example, a unit with a Gr of 7 and 20 models must ensure that at the end of all of their moves every model in their unit ends within 3.5" of 3 friendly models.
Broken Coherency
If a unit somehow cannot finish their move in unit coherency, then they’re unit falls apart. Complete a move with the unit and then remove all models in that unit that aren’t in coherency.
Engagement
If a model in a unit ends its movement touching the base of an enemy model, then both models are considered engaged. Engaged models cannot move or shoot for the rest of the battle round, and will fight each other in the following combat phase.
Charging
Models that cause engagement through performing a move are considered to have charged their enemies. Models can only charge enemies that they have line of sight to at the beginning of their movement.
Going to Ground
Infantry models can either drop prone to take cover or stand up from being prone instead of moving around the board with their movement. Models that are prone should be lain face down, while dead models should be laid face up. Prone models are harder to shoot but easier to defeat in melee.
Difficult Terrain
Some terrain is difficult to traverse. This can be rubble, dense forests, etc. Moving across difficult terrain costs double the normal amount. Dead bodies are considered difficult terrain that you can’t end your movement on.