Source: Warhammer Fantasy: 5th Edition

The Turn Sequence
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When it is your turn it is up to you to keep track of where you are in the turn sequence. If you forget, your opponent should be able to remind you. Each turn is divided into the following phases. These phases are always completed in the order given below, and all actions in that phase must be resolved before moving onto the next phase.

  1. Start of the Turn
    The rules often call upon a player to make tests or actions 'at the start of the turn'. These are mostly psychology tests as discussed in the Psychology section, or special rules which apply to a specific race such as the Animosity rule for Orcs and Goblins.

  2. Movement
    During the movement phase you may move your models as defined in the rules for movement.

  3. Shooting
    During the shooting phase you may fire any missile weapons as described in the rules for shooting.

  4. Close Combat
    During the close combat phase all troops in hand-to-hand combat may fight. Note that this is an exception to the normal turn sequence in that both sides fight, not just the side whose turn it is.

  5. Magic
    In the magic phase wizards may cast spells. The full Warhammer rules for spellcasting and magic are described in the separate Warhammer Magic supplement.

Next - Improvising