Source: Warhammer Fantasy: 8th Edition

Movement Phase Summary
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  1. Start of Turn

    Some models have particular actions they must take at the start of the turn.

  2. Charge

    The player can now attempt to have his units charge into close combat.

  3. Compulsory Moves

    Sometimes a player has no choice over whether or not or how to move a unit, most commonly when they are fleeing.

  4. Remaining Moves
    As the name suggests, this is where all other movement is resolved – 'normal' moves, for want of a better phrase.

Previous - The First Turn

Next - Start of Turn