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here
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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Use the movement rules given in the Battle
for Skull Pass getting started booklet on pp.
8-10.
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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.
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The Night Goblins have started to make
a quarter turn to the left.
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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.
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| The command group has
been placed facing from the front of
the new formation. |
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| The "spare" Goblin
has been placed in the back of the unit. |
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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.
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The Night Goblins
can move a further 3” after turning.
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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.
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Determine the
centre of the unit before reforming.
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The archers have
reformed into two ranks and are facing
a new direction.
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Here, the Night
Goblins have turned around and narrowed
their
formation.
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| 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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Copyright © Games
Workshop Limited 2000-2006. Games Workshop, the Games Workshop logo,
Warhammer, Warhammer logo, Citadel,
the Citadel Device, Battle for Skull Pass, Dwarf Hammerers, Dwarf Ironbreakers,
Dwarf Miners, Dwarf Slayers, Dwarf logos, Idol of Gork, Night Goblins,
Orc & Goblin devices, Spider Riders, and all associated marks, logos,
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vehicles, locations, weapons, units, characters, products, illustrations
and images from the Warhammer world are either ®, TM and/or © Games
Workshop Ltd 2000-2006, variably registered in the UK and other countries
around the world. All Rights Reserved.
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