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Using Manoeuvres

There are many ways that a unit of troops can move around the battlefield, of which wheeling is only one type of manoeuvre. Here we show you two other manoeuvres that your units can perform.

Wheeling allows a unit to move around most obstacles without too much trouble, although it can be a little unwieldy with large units. In some situations, a Turn may be more useful. Also, a unit can sacrifice all of its movement in order to Reform, changing its formation and the direction it is facing in a single manoeuvre. The full rules for Manouevres can be found on pp. 12-14 of the regular-sized Warhammer rulebook.

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MOVEMENT

Use the movement rules given in the Battle for Skull Pass getting started booklet on pp. 8-10.

TURN

Instead of wheeling around one of the forward corners as a unit, the warriors can turn on the spot to face a different direction. A turn can be either a quarter turn (90 degrees) or a half turn (180 degrees). To start with, turn each model the intended quarter or half turn.

Picture of 16 Goblins.
Picture of 16 Goblins turning left.
The Night Goblins have started to make a quarter turn to the left.

Next, move any Champion, Standard Bearer, and Musician models so that they are in the new front rank, and fill the gaps with the models removed from the front rank.

Finally, if there was an incomplete rank at the back of the old formation, you will have some spare models to one side of the new formation. Simply move these to the back of the unit to make the new back rank.

Picture of Goblin command group moved to the front rank.
Picture of spare Goblin being placed at the back of the unit.
The command group has been placed facing from the front of the new formation.
The "spare" Goblin has been placed in the back of the unit.
TURNING AND OTHER MOVEMENT

It costs a unit 1/4 of its movement distance to make a turn. For the Goblins, with a movement of 4", a turn costs them 1". This cost is the same whether a quarter turn or half turn is made.

Picture of a Goblin unit moving forward after a turn.

The Night Goblins can move a further 3” after turning.

REFORM

Instead of moving, a unit can choose to Reform during its Movement Phase. When you Reform a unit, you are allowed to reposition the models facing in any direction and also change the number of ranks in the unit. A unit is not allowed any other movement in the turn it Reforms.

The centre of the unit remains in the same place, and the unit is reformed around this location. The new formation can be any that you wish, as long as you follow the rule that all the ranks have the same number of models (except the back rank). Remember to place the Standard Bearer, Musician, and Champion (and any character that has joined the unit) in the new front rank.

Picture of a unit of Night Goblins getting ready to Reform.

Determine the centre of the unit before reforming.


Picture of two ranks of Night Goblins that have Reformed around the imaginary center point.

The archers have reformed into two ranks and are facing a new direction.


Picture of a unit of Night Goblins that have Reformed around the imaginary center point.

Here, the Night Goblins have turned around and narrowed their formation.

REFORMING AND SHOOTING
It takes a while for a unit to reorganise itself during a Reform. For this reason, a unit that has Reformed may not shoot in the same turn.
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