Some creatures of the Warhammer world have wings and can fly, soaring quickly from one side of the battlefield to the other. Such creatures are often potent forces on the battlefield, able as they are to easily outmanoeuvre clumsier, ground-bound troops.
Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
Fly (*)URL Copied!
Because of their loose fighting style, flying models follow the rules for Skirmishers (explained later in this chapter). However, they cannot use Feigned Flight (already described in Fast Cavalry), and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use the Vanguard special rule (explained later in this chapter).
Moving Flyers
In Warhammer, flight is represented by a swoop or glide equal to the number in the brackets instead of using the model's normal Movement value. Note that any equipment or special rules that affect the model's regular Movement will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. This is chiefly because it's impractical to suspend models over the battlefield, so we use the 'glide' for the sake of simplicity.
Units made up entirely of models that can fly can move or charge normally on the ground, using their Movement value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its Movement characteristic, using the Swiftstride special rule (explained later in this chapter).
Flying March
A unit that is flying can march as normal, doubling its flying move, representing a particularly long swoop or glide.
Flee and Pursue
Flyers always move on the ground when attempting to flee or pursue – there simply is no time for them to take off properly.