


So, today let's look at some movement related shenanigans.
Models in Malifaux have 3 (4??) ways of moving. They can Walk (or Charge), be Pushed or be Placed.
Walking is the standard form of movement and is usually only restricted by terrain and other models (since you cannot pass over other model's bases). Note that markers don't usually have any impact on movement unless their rule says otherwise. Unimpeded will allow you to ignore any terrain penalties while Pass Through and other abilities will help move you through other models. The Flight ability also allows for some terrain ignoring movement. If you are within the melee range of an enemy model, you will need to try and Disengage, something that can be very tricky against models with a good Ml score.
Charging works like Walking, usually with a greater distance allowed. It is a little more restrictive as you need to move in a straight line and you can usually only charge targets you can see and you must end your move engaged with the target. Again terrain rules apply.
Pushes are another way to move models, though not an actual form of movement for things in the game that reference Movement. (e.g. Disengaging from an enemy).
Pushes have a lot of advantages over Walking. First of all, Pushes ignore Engagement areas, so you can Push models out of combat if you want to. They also ignore Severe terrain, you go at full speed. However, they don't ignore things like falling and don't allow you to climb. Pushes used on enemy models let you knock them off cliffs and other high points. Some Pushes may be in any direction, but others will specify which way to move a model. If there is a reference to another model or particular point, you must move driectly towards or directly away from that model.
Pushes must always be in a straight line and you must always move as far as possible with a few exceptions. Contacting another model will halt the Push. Contacting Impassable terrain, a wall or a fence will halt the push as well. Some Pushes use the phrase 'up to', in which case you can choose to halt the push sooner.
E.g. a model with Walk 5 gets Pushed by the following effects.
Push this model it's walk - Model moves 5"
Push this model up to it's walk - Model moves between 0" and 5".
Pushes give your crew a lot of versatility and can be a headache for your opponent too.
Places are another non-Movement way of moving models around the table. When a model has a Place option, simply remove it from the table and put it back onto the table where the rules tell you to. (Usually in base-to-base contact with something or someone). Place moves will get you out of combat without the need for a disengaging strike, they ignore all intervening terrain and, within the limits of the ability allowing you to Place a model are less restrictive than Pushes as you can be placed on the far side of a model, thus opening/blocking charge lanes.
e.g.
Models X and Y are near each other
Push
1. X................Y
2. X------------->Y
3. ............... XY
Place
1. X................Y
2. ?................Y
3. .................YX
When selecting a crew look out for things like the ability to Push or Place models as they do give you a few extra options to play with.