MOVEMENT
General
Foot troopers, Walkers: 1 hex/Territory
Slogging across the various types of terrain has always been the most basic standard of troop deployment. While some models may assault more than 6" or be Fleet of Foot or Claw, these types of movement represent bursts of speed in the heat of battle and cannot be maintained to trek across sectors.
Normal vehicles, Bikes, Jump packs, Cavalry and ALL War Machines: 2 hexes/Territories
Many armies favour mobilized warfare deploying almost exclusively in vehicles to lengthen their reach and increase their flexibility. Warmachines have crews so large and systems so complex that they never need to stop moving and can continue the march to battle while other units must rest and resupply. However they must deal with unique obsticles when dealing with terrain, often they are too big or too heavy to take the quickest routes through certain areas.
Fast Vehicles: 3 hexes/Territories
Typically anti-grav craft, or specialized vehicles with overpowered engines, allow commanders to deploy with incredible speed and flexibility.
Style of Movement
Units can advance through territories in a variety of manners, each gives a certain advantage or disadvantage depending upon the situation. All units which remain stationary are considered to be on 'Overwatch'. Variously standing sentry, reinforcing defensed, co-ordinating local populations in the gathering of resources, harvesting souls, torturing innocents, processing biomass, singing songs, sharpening sticks, and what-have-you. The exceptions are stationary units which are Hiding or performing a Search and Destroy. The following rules detail the styles of advancement and their effects on battles.
Standard Advance
Standard Advance is simply moving a unit forward however many hexes it may move. The unit is not especially alert, aggressive or defensive.
Restrictions: None
Advantage: None
Disadvantage: None
Game Effect: Unit attempts to move the desired number of sectors.
Blitz
The good olde Blitz, units charge forward with reckless abandon, desperate to get to grips with the enemy, moving so quickly they sweep by or easily bypass enemy defenses.
Restrictions: Only units which can move 2 hexes or more per turn may Blitz.
Advantage: Allows troops to bypass weak enemy defeses and penetrate into enemy territory.
Disadvantage: They can see you coming, difficult to fall back, easy to get surrounded or ambushed.
Game Effect: In order to bypass an enemy sectors defenses you must have 2:1 point superiority, the defending player has the option to fallback one half of the units in the penetrated sector to participate in the battle in the target sector.
Tactical Advance
A Tactical Adavance is a special advance made when moving into sectors you know to have defensive terrain features such as tank traps, razorwire, mutant trees, daemon-deathpits of death, etc. Vehicles and especially fast unit take advantage of this slower movement to attack such obsticles before the battle begins in earnest.
Restrictions: Units are -1 Movement when making a Tactical Advance. Units with 1 Movement/Turn may not advance in this manner.
Advantage: Allows attacker to destroy some obsticles before the battle begins.
Disadvantage: Defender can fire in reprisal if he has any weapons in range (beware Hunter-Killer Missiles). Only useful if the sector has defeses.
Game Effect: Declare which units are going to make free attacks on terrain features. These units must be set up within 6" of the attacker's table edge. Make free shooting attacks on deployed defenses before the battle begins. Defender gets a free round of shooting, may target any unit which fired upon defenses.
Search and Destroy
Search and Destroy entails moving through a sector and performing a detailed search, often house to house in urban areas, for enemies that may be hidden or infiltrating.
Restrictions: Units may only move 1 Sector per turn.
Advantage: Helps detect infiltrators.
Disadvantage: Slow as heck.
Game Effect: For every 2 units doing a Search and Destroy the chance of detecting an infiltrator increases by 1. Some units have advanced sensors and wargear that enhance their ability to detect infiltrators.
Infiltration
Units capable of Infiltrating enemy positions are often scout elements, used mainly for intellegence gathering or special operations.
Restrictions: Only units with the infiltrator ability may use this movement.
Advantage: Infiltrating and destroying key enemy positions/structures.
Disadvantage: Being caught and killed horribly.
Game Effect: Units are able to penetrate enemy sectors without being discovered. Infiltrating units are caught on a roll of 1 on a d6, this may be modified by the units own special properties or the enemies use of 'Search and Destroy' movement.
Scouting
Specialized scout units are experts and penetrating enemy territory and gathering information and then retreating.
Restrictions: Unit must have the infiltrator ability. Unit must remain stationary.
Advantage: Able to scout enemy positions.
Disadvantage: Cannot assist in the gathering of resources.
Game Effect: The scouting unit is able to see all the units and defenses in one adjacent sector, unless they are actively hiding, scouting, or infiltrating.
Hiding
Ensuring the element of suprise is often key to winning many battles, sometimes hiding and lying in wait can be as effective as assaulting the enemy.
Restrictions: Unit must remain stationary.
Advantage: Some defensive cover, can save long range scouting units.
Disadvantage: Cannot assist in the gathering of resources.
Game Effect: Enemies scouting your position will see only hidden markers. If an enemy attacks you may set up d6 units using hidden markers +1 fake marker for every hidden unit.