移動與走位 101 Movement & Positioning 101

走位贏下 60% 的比賽
Positioning wins 60% of your games
為什麼要看這頁?Why this page? 40K 新手最容易忽略的就是「走位」──他們只想著殺人,結果把兵擺錯位置每回合被對方白吃目標分。走位比射擊骰子重要,因為好的走位讓你「不用打贏」也能贏。本頁用 SVG 圖解 8 個核心走位概念。 Beginners obsess over killing and ignore positioning — then lose because the opponent quietly scores on the other side of the board. Positioning matters more than dice; great positioning wins without needing to outshoot. This page diagrams the 8 core positioning concepts.
01

單位凝聚Unit Coherency

同一個單位的所有模型必須互相「凝聚」──也就是靠得夠近才能算同一隊。規則:

All models in the same unit must maintain coherency — close enough to count as one unit. The rule:

凝聚規則Coherency Rule

每個模型必須在 2" 水平、5" 垂直內與同單位至少 1 個其他模型相鄰,9" 水平、5" 垂直內涵蓋同單位每一個其他模型。
(11e 已取消 10e「7 個以上模型需貼 2 個同隊」的規定,現在不論單位大小都只需貼 1 個。)
Each model must be within 2" horizontal / 5" vertical of at least 1 other model in its unit, and within 9" horizontal / 5" vertical of every other model in its unit.
(11e removed the 10e "7+ models need 2 coherency partners" rule — now every unit only needs 1 partner regardless of size.)

✓ OK 5 models, all in 2" ✗ BROKEN ~5" > 2" 1 model isolated > 2"
左:合法凝聚。右:右側模型超過 2" 被判定脫隊,必須移除。
Left: legal coherency. Right: the isolated model exceeds 2" and must be removed.
實戰提醒:In play: 每次移動後「目測」每個模型是否還在 2"。老玩家習慣邊移動邊用捲尺量。一旦 凝聚 斷了、被迫移除模型,就是白送對方分。 After every move, eyeball each model\'s 2" distance. Veterans literally measure as they move. A broken coherency forces a model removal — free points for the opponent.
02

接戰範圍 (交戰範圍, ER)Engagement Range

敵我模型的「接觸範圍」──被認定在 ER 內等於正在近戰,觸發一堆規則。ER 是:

The "contact bubble" between enemy and friendly models. Inside ER = engaged in melee, triggering many rules:

ER 範圍ER dimensions

2 吋水平 + 5 吋垂直(11e 由 1" 擴大為 2")。意思是兩個模型只要水平 2" 內或垂直 5" 內 (兩樓層) 就算近戰中。 2" horizontal, 5" vertical (11e widened from 1" to 2"). Two models within 2" flat or 5" up/down (same building stairwell) are engaged.

YOU 2" horizontal ER ENGAGED safe 5" up YOU = ENGAGED
左:水平 2" ER。右:同棟廢墟上下樓 5" 內也算 ER。
Left: 2" horizontal ER. Right: within 5" vertically (same building) also counts as ER.

在 ER 裡你可以Inside ER you can

用近戰武器、貼近、整合、觸發「領袖 附隨」、搶目標 (OC 仍計);以「近身射擊」發射 [CLOSE-QUARTERS](近身)武器。 Use melee, Pile In, Consolidate, trigger "Leader" interactions, score OC; fire [CLOSE-QUARTERS] weapons via close-quarters shooting.

在 ER 裡你不能Inside ER you CANNOT

用一般遠程武器([CLOSE-QUARTERS] 近身武器除外)、衝鋒新的單位、撤退 後射擊 (除非有特規)。 Shoot normal ranged weapons (except [CLOSE-QUARTERS] weapons), charge a new unit, shoot after Fall Back (without special rules).

03

屏蔽Screening Your Key Units

把便宜的小兵 (Screen) 擺在貴重單位前方,擋住對方衝鋒、射擊通道、Deep Strike 著陸區。這是走位最重要的技巧之一。

Place cheap chaff in front of valuable units to block enemy charges, fire lanes, and Deep Strike landing zones. Arguably the single most important positioning skill.

ENEMY HAMMER SCREEN > 8" YOUR HAMMER (safe behind screen) ✗ charge blocked
灰色 屏障 擋住對方 鎚陣 的路,你的貴重 鎚陣 在後方安全。
Grey screens block the enemy Hammer\'s charge path — your valuable units stay safe behind.
關鍵數字:Key number: 想擋 Deep Strike?距離後方貴重單位至少 8"──對手不能在敵方模型水平 8" 內降落。3 個便宜小兵擺成一排 (每個 2" 凝聚) 就能覆蓋 10-12"。 Want to block Deep Strike? Place screen at least 8" forward of what you\'re protecting — enemies can\'t land within 8". Three cheap models in coherency (2" apart) covers 10–12".
04

繩子隊形 vs 緊湊隊形Conga Line vs Clumped

同樣 10 個模型,可以擺成一條長繩 (Conga Line) 或緊湊一團。不同隊形有不同用途──沒有「正確」隊形,只有「適合情況」的隊形

The same 10 models can be strung as a long "conga line" or clumped tight. Neither is "right" — each suits a different situation.

繩子隊形用途Conga line uses

覆蓋大範圍避免 深擊、觸發多個 戰鬥震撼半徑、延伸到目標點。 Cover wide areas to deny Deep Strike, trigger multiple aura effects, stretch to an objective.

繩子隊形缺點Conga line downside

爆裂 武器會爆死你 (爆裂 X = 每 5 模 +1 攻擊)。不能有效衝鋒。 Blast weapons melt you (Blast X = +1 attack per 5 enemy models). Hard to make effective charges.

緊湊隊形用途Clumped uses

衝鋒前、被 附著 角色 光環 加成時、進入 運輸載具 前、想最大化 OC 時。 Before a charge, when a buffing Character is Attached, before embarking, when maxing OC on an objective.

緊湊隊形缺點Clumped downside

一顆 爆裂 炸彈打下來很慘。覆蓋面積小,深擊 繞過容易。 One Blast weapon can gut you. Small footprint — Deep Strike can just go around.

05

貼近 與 整合Pile In & Consolidate

戰鬥階段中,你的單位可以做兩次「免費」小移動:

During the Fight phase, your unit gets two "free" small moves:

① 貼近 (攻擊前)① Pile In (before attacks)

每個模型可移動 最多 3",必須結束在比出發時更靠近最近敵人的位置。讓更多模型能打到。 Each model may move up to 3", must end closer to the nearest enemy than they started. Lets more of your models engage.

② 整合 (攻擊後)② Consolidate (after attacks)

每個模型再移動 最多 3",並依情況強制選一種模式持續(Ongoing)已交戰→朝交戰中的敵人;接戰(Engaging)在 3" 內有敵人→朝其移動並可進入交戰;佔點(Objective)在 3" 內有目標→朝目標移動。 Each model moves up to 3" more and must pick a mandatory mode: Ongoing (engaged → toward an engaged enemy), Engaging (within 3" of an enemy → move toward/into engagement), or Objective (within 3" of an objective → toward it).

進階技巧 "Tag":Advanced: "Tagging": 接戰整合把模型推進新敵方單位 ER 可鎖住它(下回合不能自由射擊/離開);但 11e 注意:若被你接戰的敵方單位本階段尚未戰鬥,它會獲得一次反擊機會,別貿然貼上去。 Use Engaging Consolidation to push a model into a new enemy unit\'s ER and lock it down; but note in 11e: if that enemy unit hasn\'t fought this phase, it gets an opportunity to fight you back — so tag carefully.
06

多目標衝鋒Multi-Charge Setup

你可以同時衝鋒多個敵方單位,但必須在衝鋒宣告前指定所有目標,且 每一個 目標都必須有至少 1 個模型進入 ER。若有任何目標無法到達,整次衝鋒全部失敗

You can charge multiple enemy units, but must declare all targets before rolling, and at least 1 model must reach every declared target\'s ER. If any is unreachable, the entire charge fails.

YOU (ready to charge) TARGET A TARGET B ≥ 1 model must reach ≥ 1 model must reach
宣告衝鋒 A 與 B。擲 2D6 後,你的單位必須能讓 至少 1 模到 A 的 ER 且至少 1 模到 B 的 ER
Declare charge against A AND B. After rolling 2D6, at least 1 model must reach A\'s ER AND at least 1 model must reach B\'s ER.
策略價值:Strategic value: 多目標衝鋒讓你分攤攻擊。與其一回合全力打死 A,不如同時 Tag A 與 B──A 打一半、B 打一半,結果是兩個敵方單位下回合都不能正常行動 Multi-charge splits attacks. Instead of all-in on A, tag A and B together — split damage but both enemy units are locked in melee next turn.
07

掩護 定位Cover Positioning

11e 的掩護不再加豁免,而是讓該次遠程攻擊的攻擊方 BS −1(命中 −1、無 3+ 上限)。條件:目標單位的每一個模型都須符合才生效。

In 11e cover is no longer a save bonus — it gives the ranged attack −1 BS (a −1 to hit, no 3+ cap). Every model in the target unit must qualify for it to apply.

有 掩護 的情況You DO have Cover

每個模型都是 步兵/野獸/蟲群 且位於地形區內;或每個模型都因中間的地形特徵/遮蔽地形區而未被完全看見 Every model is INFANTRY/BEASTS/SWARM and within a terrain area; or every model is not fully visible due to intervening terrain features / obscuring areas.

沒有 掩護You do NOT have Cover

「靠近」地形但沒進去不算。只要有一個模型完全可見、又不在地形區內,整個單位就拿不到掩護。 "Near" terrain doesn\'t count. If even one model is fully visible and not in a terrain area, the whole unit gets no cover.

詳細規則請見 /terrain 地形與掩體圖解

Full rules: /terrain Terrain & Cover Guide.

08

新手常犯的 5 個走位錯誤Top 5 beginner positioning mistakes

1. 不 屏障 就放 鎚陣 在前線Putting a Hammer forward with no Screen

對方回合直接用全力射擊殺掉你最貴的殺手。每個 Hammer 前面都應該有幾個小兵 The enemy turn will delete your most expensive unit. Every Hammer needs chaff in front.

2. 忘記 8" 深擊 距離Forgetting the 8" Deep Strike buffer

你的後方留了 10" 空隙,對方 Deep Strike 直接降下來殺你的 Character。5-6" 就足以擋死 Deep Strike A 10" gap in your backline = enemy Deep Strike assassinates your Warlord. 5–6" coherency line is enough to deny drops.

3. 所有單位擠在中央Clumping everything in the centre

中央兵力多的確強力,但對方用位置型 Secondary (Behind Enemy Lines、Engage on All Fronts) 白拿分。至少派 1 個單位去側翼 Centre mass feels strong, but hands Behind Enemy Lines / Engage on All Fronts to the enemy. Always commit at least one unit to a flank.

4. 衝鋒沒算對 9"Miscalculating 9" charges

9" 衝鋒只有 28% 成功率。把重要單位擺在「賭 9"」位置= 28% 能打、72% 白站原地。努力擺到 7" 或更近 9" charges are only 28%. Staging a critical unit at a "hope for a 9" spot = 28% odds you connect, 72% you stand still. Work the 7" or closer range.

5. 撤退 後呆站Falling Back into nothing

Fall Back 意味著該回合不能射擊、不能衝鋒、不能動作──除非你有特殊規則。Fall Back 前先確認下一步做什麼,否則等於白浪費一回合。 Fall Back = that unit does nothing else that turn unless you have a special rule. Plan your next step before Falling Back or you waste a whole turn.