LPG - Movement

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This article is part of Warmachine University's Learning to Play the Game (LPG) series, which is "Basic Training" aimed at new players who are still learning the core rules.
(You may also be interested in our "Intermediate Training" series, LOTS.)
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As of 2018.10 the LPG articles are still a WIP. If you have a question that isn't answered, or a topic you'd like to see added, we'd like to hear about it. Post your thoughts on the Talk:Learning to Play the Game (LPG) page.


In this lesson we'll start with the four types of movement: Normal Movement, bonus movement, out-of-activation movement, and placement (aka teleportation).

We'll finish with the difference between a SPD buff and a movement buff, then cover what happens when a model that can move through obstacles or other models loses that ability mid-move.

Normal Movement[edit]

"Normal Movement" is a defined game term (and is always captilised). The core rulebook covers it pretty well, so the only things I have to add are:

  • "Full advance" can basically be translated as "walk".
  • "Advance" and "full advance" are two more defined game terms, and do in fact mean different things.
  • If you get a movement buff that uses the phrase "during a model's Normal Movement" and/or "when it makes a full advance", that buff doesn't apply to bonus movement or out-of-activation movement.
  • For example Clear Cut only applies if a model "walks", not if it runs or Repositions.

Bonus Movement[edit]

All cavalry models have Reposition which gives them a bonus move just before they end their activation.

This isn't a defined game term, it's just what I call any extra movement a model gets during its activation.

This bonus move normally requires a specific trigger, such as Sprint or Overtake. Sometimes it just automatically happens, such as Reposition. (Side note: Reposition doesn't happen at all if a model's activation ends prematurely, like when it runs. See LPG - End of Activation for the full explanation.)

The bonus move is always given as either

  • "this model can make a full advance." (which lets you advance up to your current SPD)
  • "this model can advance up to [x]"." (where x is a number)

Note that if you're in rough terrain, even if it says you advance [x]" you need to halve it.

Out-of-activation Movement[edit]

The Beast Mistress can cast the Energizer spell which gives all her warbeasts an out-of-activation advance.

This isn't a defined game term, it's just what I call any extra movement a model gets outside its activation.

This bonus normally requires a different model to trigger it, such as Admonition or Energizer.

Placement[edit]

Asphyxious1 has a spell literally called Teleport.

Placement isn't a move, per se, it really is more like the model teleports from one location to another. The points I think are worth noting are:

  • "Replace" and "place" are defined game terms.
  • The word "place" is often used when a model gets added to play or returned to play. For example, "Place a Grunt within 3" of this model and in formation."
  • Because it works like a teleport, it ignores all intervening terrain and models (regardless of the name of the ability).
    For example, a model with Jump can use that to place itself on the opposite side of a 10 storey building.
  • When a model is placed in an area, it counts as entering that area (so will take damage from acid pools etc) but it doesn't count as advancing (so won't trigger Countercharge etc)


Buff: Movement or SPD[edit]

Since a model can move a number of inches equal to its current SPD, a buff which gives +2SPD often works the same as one which gives +2".

The only difference is when a model uses its Normal Movement to do a run, which is 2x SPD.

The distinction between these two used to be more important in previous editions of the core rules, when the difference between "advance" and "full advance" wasn't so explicit.

Moving (then not moving) through models/obstacles[edit]

Diagram for "Voluntary" loss of movement example.
Click for full size.

Quite a few models have the ability to move through other models and/or terrain - the most obvious examples being Flight and Incorporeal - but what happens if a model loses that ability while overlapping something? This could be as simple as a flying model being hit by a free strike which causes knockdown, or something slightly more complicated like an Incorporeal model entering the area affected by an Exorcist.

The answer is: it depends. It depends on whether losing the ability was involuntary (like the "getting knocked down" example) or voluntary (like the "moving towards a model that debuffs you" example)

Involuntary
If your movement is stopped involuntarily, then you apply the rule of least disturbance.

Voluntary
What you can do here all hinges on the phrase "can advance through [x] if it has sufficient movement to move all the way through it " (which is always present on these sorts of abilities). So, although you'd have enough movement to get through if nothing stopped you, the fact is something did stop you so you can't make that movement ... at all.

What you need to do is "rewind" to the last legal game position (before you entered the terrain or model) and then restart from there.

Example

In the example on the right, the Machine Wraith wants to make a 10" charge at the Crusader. Unfortunately it enters the Exorcist range of the nearby Sanctifier halfway through the movement-blocking terrain, and so has to rewind its movement, and make a normal advance off to the side. Between losing the +3" charge range bonus and the sideways movement taking extra distance, it is completely outside attack range.

In fact, if you actually declared a charge before measuring anything, your opponent would be justified in saying that your charge movement stops when you contact the obstacle (and deny you the chance to make the normal advance off to one side). That depends on how 'friendly' a game you are playing.