willydstyle wrote:Thank you for pointing this out. Another common thing that horde players do is "hey, I can run in the movement phase to speed things up, right?"
It's not just horde players WillyD. I've seen Space Marine and Eldar try this too. I unilaterally deny this movement as:
1. It's out of sequence and not how the rules describe to effect movement and running.
2. It allows the player to see how much run movement a given unit will get before they move it at all.
3. It allows the player to see how much run movement other units will get before they move all units.
Now if I *know* my Assault Termies will get into Assault because I've already rolled the six for run movement and Shrike gives me Fleet, that can and will change the way I move the rest of the army. I can divert a weak Troop choice to positions behind the Termies ready to exploit a breakthrough they will likely create, for example. If I don't know they will get the charge all I did was expose a block of Troops.
If I must move ALL my units first before I get to see if those Assault Termies make it, it will force me to move units to reinforce them or otherwise plan for the contingency that they will NOT make that Fleet roll they need. See how this changes things?
Despite the obvious speed advantage in only moving the unit once, too much about what happens in the turn sequence changes when you mix normal movement and running.