40k vs. WHFB: The Movement Phase

Note: This article is not meant to be a competitive comparison between the two systems.  If you’re a 40k player that is curious or just starting fantasy, this article is meant to highlight some of the distinctions to look out for.

As I continue learning about WHFB, I’m noticing important differences.  The movement phase is arguably the most important phase in WHFB, and there are a few reasons for that.  It’s drastically different than in 40k, so you need to rethink your gameplan.  Here are the biggest differences I want to point out:

  1. Charges in the movement phase. Aside from the “Start of Turn” subphase, which primarily provides a window for special rules to force movement, this is the beginning of your turn.  This is the only time you can charge.  This means that you don’t get to move, shoot a flamethrower, and then assault.  You assault first, and that’s it.  Charge distance is semi-random, determined by adding 2d6 to your movement value, and if you fall short you may end up in a dangerous spot.
  2. Charge reactions. In 40k, when you’re charged, your only option is to stand and take it.  Fantasy grants you a little more flexibility.  You can stand and take it (called “Hold”) just like 40k, but you have other options.  If your unit has ranged weapons, they may actually take a free round of shooting (Stand and Shoot) with some negative modifiers.  If you fear that your unit can’t survive a combat, you can voluntarily break and run away (Flee).  These aren’t enormous gamechangers, but can make you think twice about charging a few ranks of archers with an annoying unit just to “tie them up” as with 40k.
  3. Movement values. There’s no class-based movement like in 40k.  Your infantry can move 4″ per turn while mine move 6″ per turn.  This has repercussions across the board, whether you’re just trying to inch around some terrain, marching, or charging directly at an enemy.
  4. Marching.  Units can basically move double if they want.  This is similar to 40k’s “run” mechanic, but there’s no randomization — you just double your movement value.  Naturally, you can’t charge (since charging comes first!) and you also an’t shoot in the shooting phase.  Nonetheless, it’s worth noting that just because your opponent’s cavalry move 8″ doesn’t mean that you’re “far away” at 25″.
  5. Formations and maneuvers. Ranks matter.  They determine how many attacks you get, and whether you remain stubborn in combat.  Thus, it’s only fair that it’s not trivial to reform into a wider/shorter unit instead of a narrow/deep unit on a whim. Reforming costs movement, and your formation will affect how you travel.  You can’t pivot for free like in 40k, but you can “wheel” as you move (rotate using a corner model as an anchor).

Altogether, the movement phase contains some drastic differences from 40k.  I’m not advocating that one is better than the other, I just want to point out some of the things you need to remember when you start reading through the rulebook and playing your first few games.  Stay tuned as I continue to evaluate each of the remaining phases, comparing and contrasting the stuff that jumps out at me!

Tags: , , , ,

Comments are closed.