- Average movement of 4" for majority of troops.
- Rare units have movement 6"
- Cheap core choice flying unit (Manta Rays).
- Solid character mounts inc. Chariot & Great White Shark.
- Spellcasters can use 'Eternal Wave' to gain flying movement.
- Crest Riders can make single 20" wave charge per game.
- Four units: Wavebreakers, Sandgangers, Crabs & Aqualops gain +6" deployment.
- Magic item Compass Banner eliminates all movement penalties.
- Magic item Eversail Banner adds +d6" to charge range & pursuit range
- No cavalry of any kind.
- Only one flying unit.
- No scouts.
- Character mounts limited in terms of ability to select them.
- Spellcaster wave movement is good but balanced by weakness of spellcasters.
- Key units notably Trident Guard are only movement 4"
- Magic banners (Compass & Eversail) can only be taken by Trident Guard.
- Only skirmisher unit in army cannot advance deploy.
The key to effective control of the movement phase is the use of the forward deploying Wavebreakers and Sandgangers. The Sandgangers especially should feature prominently in any Nautican list. The ability to put cheap(ish) core unbreakable units on the table 6" in is invaluable. The Wavebreakers too are effective infantry and along with the Crabs & Aqualops you have four very good (but not overly strong) units you can use to great effect.
Nautican skirmishers too are incredibly effective at least at delaying any enemy advance. Very cheap you can field them in good numbers, but their 16" range blowpipes rely on them being able to get in close. Spread them out on the flanks and to the rear and you can march the majority of your army forward while the cheaper Sprats guard your flanks.
Of the units on offer the Crest Riders perhaps are the most interesting. Limited in numbers, you can usually only take 1 unit in a standard game, maybe 2 if you are playing more than 2000pts their single 20" charge would be devastating. Deploying them last you would seriously require your opponent to think about what he/she was going to do with their army. They would in most games I suspect become a magnet for the opening enemy attacks. Deploying on the edge of your army would allow them to charge 20" across the front of your main battle line effectively into the flank of anyone who was to their front.
All up the Nautican movement phase is solid. Next I will examine Nautican Magic.