sticky-yellowAny time a unit is set up or ends a move, it must be in a single group. A
unit is considered to be in a coherent group if each model in that unit is
within coherency range, measured horizontally, of at least 1 other model
in that unit (ignore differences in height between the two models).
sticky-yellowFor the majority of units, coherency range is ½ inch, though some units
(particularly those with large models with overhanging parts) have a
longer coherency range noted on their warscroll for ease of play. While
there are 7 or more models in a unit, that unit is considered to be in a
coherent group if each model in that unit is within coherency range of
at least 2 other models in that unit.
sticky-yellowStart Of Turn
sticky-yellowMovement Phase
sticky-yellowEnd Of Turn
sticky-yellowShooting Phase
sticky-yellowCombat Phase
sticky-yellow2. Determine the Underdog: Whichever player has the fewest victory points
is the underdog for the battle round. If the players are tied (e.g. in the first
battle round), then there is no underdog, unless otherwise specified.
sticky-yellowCharge Phase
sticky-yellowSTART
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sticky-yellowD3 means roll a D6 round up to the next even number and halve it.
sticky-yellowIf the unit is in combat, it can only target units that are in combat with it. If
a model has more than one attack, you can split the attacks between eligible
targets as you wish.