Warhammer Community just shared a White Dwarf tactics classic from Stephen Box, and still slaps.
This summary covers their updated article, which itself showcases the kind of tactical deep dives you find in White Dwarf. As a veteran player, I agree that movement wins games more than any gun. Moreover, the piece focuses on why every inch matters before dice even roll. Consequently, if you plan better paths, you steal games your list “shouldn’t” win.
Stephen opens by stating the obvious that we often forget. Most wins and losses hinge on Movement decisions. Additionally, you must know where, how, and why every unit moves each turn. Therefore you position to claim, to hide, to bait charges, or to set future plays. Furthermore, the article is freshly updated for current rules, so the guidance matches today’s missions and Actions.
Objectives, Actions, and Smart Positioning
When taking an objective, think about lines of sight, cover, and charge distances. Additionally, versus melee threats, sit just behind the point to stretch their charge. Conversely, if you are the brawler into guns, form a 3 inch cordon so they must kill or touch you to flip it. Moreover, remember that any move, even Falling Back, controls an objective if you are not Battle shocked. For mission Actions like Scorched Earth or The Ritual, you must be eligible to shoot and not have Advanced or Fallen Back. Consequently, you preplan routes so more units can Action without losing tempo.
Roadblocks, Screens, and Deep Strike Denial
Blocking movement wins time. Moreover, enemy units cannot move through yours unless they have Fly, so body placement strangles options.
Additionally, big beasts and tanks hate tall terrain they must clear in a single move, so hug those features to cage them. Furthermore, coherency tricks extend your wall. With 2 inch spacing, a five model Terminator unit covers nearly sixteen inches, which is huge.
Meanwhile, early game screening counters Deep Strike and Rapid Ingress. Therefore, Advance to spread out, keep units within 18 inches of each other and 9 inches from board edges, and erase landing zones.
Move To Shoot, Move To Charge, Move To Live

Shooting improves with a nudge. Additionally, step into range, peek angles on multiple targets, or enter half range for Melta and Rapid Fire. Moreover, park within 24 inches to threaten on your turn and Overwatch on theirs, which is extra nasty with Torrent. For charges, path around flanks to add bodies to objectives or wrap transports to trap cargo. Additionally, you do not need line of sight to declare the charge, so stage behind obscuring to deny Overwatch.
Sometimes survival beats glory. Therefore, if you are locked and likely to lose the trade in Remaining Combats, Fall Back to live and let the army shoot that enemy. Furthermore, check datasheets and doctrines that allow Fall Back and still shoot or charge, like Space Marines’ Tactical Doctrine.
Stephen Box of Vanguard Tactics brings competitive clarity without salt. Moreover, the advice pushes you to ask purpose questions before moving any model. Consequently, games become cleaner, plans become sharper, and mistakes become rarer. This Warhammer Community piece is a great example of the practical coaching you find in White Dwarf, polished for current rules.
Summary
In short, movement sets win conditions long before damage rolls happen. Additionally, screen early, stretch coherency, and bully objectives with distance math. Moreover, reposition for better guns, stage charges to deny Overwatch, and Fall Back when trades are poor. Therefore, practice these habits and your score lines will climb. Finally, props to Warhammer Community for showcasing a White Dwarf style masterclass that still teaches new tricks.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!








