 So in this video we're going to cover how you basically move your units and we'll talk a little bit about the round structure and turn structure too. So I guess Matt, how do we move in Firefight? Well with tape measures Rob. Okay good. So it's a little bit about the game itself and the turn structure. Yeah. Because that will help understand how the units interact. Again just like Dead Zone where we've taken the idea which works in rounds and turns. So within a round we will take it in turns to move one of our squads each and we'll take it in turns. So in that case it's alternating activation. Okay. So it's not I move everything, shoot with everything and then assaults and then you have your go it's going to be much more dynamic than that. So I can react to basically what you're so when you start wiping out my rats I can try and get revenge hopefully. Yeah. Or maybe just die screaming yeah. I just cry. Okay so okay that's good. And so that's the anatomy of a turn. Now there are some perhaps some orders or some ways of influencing that so you might get a double activation or things like that but we can talk about those things later. Again just like Dead Zone when a unit activates on your turn you can do up to two different short actions which might be something like shoot or hit the dirt which we'll talk about or just advance or one long action which might be something like a sprint or if you've got a reload weapon it might take longer to shoot. Okay. So that's exactly the same concept of Dead Zone so again that will be familiar. Now one of the key principles of firefight is that we've based a lot around the leader model. So every unit in the game will have a designated leader model. Now as we discussed yesterday that's usually the one that's not wearing a helmet or is pointing but it's usually one that's identified in a particular way and it may have a different weapon etc but all of your a lot of your ranges and line of sight and everything's all taken from your leader model. Okay so you nominate your leader so for example here in my rats in my crawlers or my stalkers I've said this one pointing is the leader because he's saying let's go this way so you nominate that and you might paint it differently or model it differently. Yes I always say it might have a different weapon or even different weapon options. Yeah yeah and the leader model is always the last one to be removed as well so a unit will always have a leader. Okay so if it comes to when it comes to movement let's for example say it's my turn and I'm going to choose to advance as a short action one of my one of my squads. Yeah so I'll pick this enforcer squad here it's a squad of five my leader is the guy that's looking quite casual at the at the front here now when I when I move I move I move the entire unit and it's gonna be based on him. Okay now I can't sprint out of this terrain because it's difficult terrain you can't sprint through difficult terrain okay bit like game bit like Kings of War you can't do a double move unless you're charging yeah same here so I'm gonna advance out now my if I'm looking at my stat line remember my guys had a six twelve yeah so in advance that's the six so I can go up to six inches I can be in any direction and I move my leader he's going to come straight out this way so I go six inches now that's all I need to measure I don't need to measure for these guys themselves okay yeah individually so that speeds the game up a bit all I need to do is move back into what we call coherency so if I squad this size anything for ten models are under they all these guys have to be within three inches of him right that can be in front of him behind him round him wherever we want so I'm gonna put my guys like that and then that's my first short action at this point I could shoot or yes now I can't advance again because you can't do the same action short action twice okay so now it'd be my game yes this is say if I if I'd finished and I didn't want to do anymore or I was going to shoot I'd do that and then these guys would then be activated I'd mark them with an activated token and then I'd hand over to you okay your turn so let's now see if I would say sprint yeah see saying I get my leader so I'll move these rats here so he's my leader actually I'd quite like to get behind this cover so I'd measure so yeah it would be well yeah so it's over your advance but it's within your sprint so that's fine so let's do just move him yep he took himself behind there and then I just grab these and just shove them all forward correct or within within coherency of your leader now you said about 10 models now I've got this big terror in here does that change what happens when you've got more than 10 models and once you've got over 10 models then your coherency goes up to six inches okay just to allow big if you got a big unit of plague zombies or something like that yeah obviously getting them all within three inches is going to start getting possible if you got 15 20 yeah so it goes up to six inches over over squad sizes of 10 okay so I'm well within yeah these guys about four but that's useful then so it means I can spread them out a bit more yes I've managed to place myself behind some cover there hopefully yeah so I'm gonna get shot but interestingly of course even though we're just using the leaders for movement your model placement does matter for being in cover yeah or range to a unit etc so while well first glance you might think well what are the other models for actually their placement does matter okay but to speed things up it's done on the leaders right and I guess that's sort of similar to dead zone where you're using the grids in this one we can't have big grids but actually saying okay well they all move six or 12 with some exceptions actually that does make it a lot quicker because you can get used to that quite so you're kind of saying yeah my units moving here with the leader and then the actual position of the models as they move around isn't isn't relevant yeah because you know they can be giving each other covering fire and moving around maybe running from bit to bit but once once you're there then the position the new position models as you want ready for the next actions or to receive something okay so could use well we've got some buildings on here can you obviously move into those or move on top of those how does that work so buildings well and transport vehicles working in a similar way so buildings in some scenarios you can enter them yeah you can't so typically you can and they will have a capacity yeah so maybe capacity 10 or something like that and that determines the waddles can go in and the quantity normally on larger building you probably split it into zones so we'd have a zone here and maybe a roof zone as well yeah and they're different things normally a unit can enter from any point on the building so you just have to advance or sprint to it if your leader can get to it then you can enter that building okay it's not occupied already of course and then you then you're inside to get onto a roof zone normally you would have to go into the building in one turn and the next turn you'd advance yeah into the other zone my guys or any other guys with we've got something like anti- graph okay all of my enforcers do yeah jumpbacks basically yeah yeah can go directly onto the roof zone at this level okay any higher than that and they have to start counting the vertical right as well so for example if I move onto my my commander and his peacekeeper bodyguard here to move to here he has also got an advance of six he can he can get there with his advance yeah and I could put them straight onto the roof zone if I wanted okay and what's the benefit of being up on top of a roof if you're in a building your defensible is harder to which improves your armor yeah and it's a bit harder to shift you out and you can also shoot out from anywhere if you're on top you still get the benefits of cover you're not defensible so it doesn't improve your armor but you are you do gain benefit of height okay so when you're looking at line of sight all or you can disregard things at three heights lower than you if this if it's into re intervening yeah so if your guys were you know if my guys are down here and your guys are here you'd get benefit of cover once I'm up here at height four yeah I can ignore that okay and shoot you down wouldn't get the cover yeah okay cool so they would obviously normally they would probably start shooting now but we're gonna say they're gonna stop there now earlier on you mentioned hit the dirt as another short action so how I mean what does that do I guess I mean that is literally that your guys trying to make as much of the cup the immediate cover around them that they can so for as a short action you can decide to hit the dirt yeah unless you lose that marker while you've got it until the end of your into the your next activation you count as being in cover okay so even if you are behind a hedge or something like that my guys here could hit could hit the dirt and they could be on the floor you know crouched down hiding behind the minimal things that they find to gain cover in some way so say these ones so I've got my rats here obviously this is pretty exposed over here so I could actually move them six inches and get all the rest of them shove them all up and then hit the dirt and then that means they're in cover yes it'll be harder for you to hit them of course you've sacrificed one of your actions to do that okay cool so I think that covers the basics of movement and in the next video we'll tell you how to shoot