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Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

White scars bikers. Since they auto advance 6". I think it costs them cp to be able to charge after advance though.

Also helldrakes?

This message was edited 1 time. Last update was at 2018/04/18 12:10:48


Brutal, but kunning!  
   
Made in us
Preacher of the Emperor





Denver, CO, USA

There are multiple Sororitas units that can do it easily, but other than Celestine, there's no advantage to it.

   
Made in gb
Twisting Tzeentch Horror






A lot of fast moving untis can, depending on deployment. There are a couple of maps where you start 18" apart, so if you choose map you can reliably.

Adeptus custodes jetbikes.
Magnus with warptime.
Any fast moving heretic Astartes unit actually.

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Made in ca
Regular Dakkanaut




I'm surprised no one has mentioned Alpha Legion Berserkers with Icons of Wrath yet. With the loss of warptime the charge is no longer guaranteed, but it's still pretty reliable with a CP reroll.
   
Made in nl
Longtime Dakkanaut




1) Kraken genestealers and in fact most things kraken

2) Alpha Legion and Raven Guard if they get first turn

3) Stormboyz and Ork bikers (per the FAQ) can do so quite often, although not often enough to be called reliable. And Warbikes are hilariously overpriced.

4) Tzaangor enlightened with warptime

5) Eldar bikes with Quicken, or Deldar reavers

6) White scars scout bikes with stratagem


Automatically Appended Next Post:
Atlatl Jones wrote:
I'm surprised no one has mentioned Alpha Legion Berserkers with Icons of Wrath yet. With the loss of warptime the charge is no longer guaranteed, but it's still pretty reliable with a CP reroll.


Alpha Legion can make guaranteed 1. turn charges with the forward operatives stratagem. They never needed warptime, and I don't think that they have lost access to it. But they still need to get first turn, so it only works about half of the time.

This message was edited 1 time. Last update was at 2018/04/18 18:24:37


 
   
Made in ca
Regular Dakkanaut





Which armies DON"T have a reliable 1st turn charge?

Is a better question. Necrons??
   
Made in fr
Fresh-Faced New User




Swarmlord+20 Genestealers Kraken

Warlock(1*55), Quicken + 9 Shining Spears

Dark cristale, Warp time + 9 Tzaangor Enlightened

20 Fulgurite Electro-Priests + stratagem

6 Inceptor Squad + stratagem

12 Reavers cult of red grieff

6 Canoptek Wraiths + Nephrek + Stratagem

40 Cultistes du Chaos + Stratagem


This message was edited 1 time. Last update was at 2018/04/18 18:41:53


 
   
Made in nl
Longtime Dakkanaut




 rhinoceraids wrote:
Which armies DON"T have a reliable 1st turn charge?

Is a better question. Necrons??


Orks. They can make first turn charges, but not reliably so.
   
Made in ca
Regular Dakkanaut





pismakron wrote:
 rhinoceraids wrote:
Which armies DON"T have a reliable 1st turn charge?

Is a better question. Necrons??


Orks. They can make first turn charges, but not reliably so.


   
Made in us
Loyal Necron Lychguard





St. Louis, MO

 rhinoceraids wrote:
Which armies DON"T have a reliable 1st turn charge?

Is a better question. Necrons??


As I posted earlier, Necrons can have a pretty reliable 1st turn charge with wraiths and a strategem

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Tail-spinning Tomb Blade Pilot





Necrons also have the deceiver, which can allow a first turn charge pretty easily, if you bring the appropriate units. Depending on whether you count as coming from reserves, you can use the deceiver to place a Nightscythe or Monolith right next to the enemy, and bring in two units via stratagem. If they do count as units coming from reserves, you can instead tunnel a unit across the table to your monolith, which is specifically considered to be disembariking from a transport, and can thus charge. Since youre always guaranteed one unit from the deceiver, you can always pull this off.
   
Made in gb
Annoyed Blood Angel Devastator




The warhammer 40,000 community page have replied to a number of comments on their "Big FAQ" post regarding the use of da jump and upon wings of fire saying those abilities still work by the way.

If that doesn't then blood angels also lose the ability to reliably first turn charge outside of forlorn fury which I'd argue isn't really reliable.
   
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Devestating Grey Knight Dreadknight




It's probably worth drawing a distinction between being able to pull off a first turn charge, and being able to do it en masse. Being able to use stacking strategems and psychic powers to get a single unit into melee does no good if your opponent just backs out of CC and shoots that one thing with everything else. So "how many units can you charge with first turn" is a good follow on question.

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Regular Dakkanaut




Houston

For a 9" charge 'Ere we go + a command point re-roll is 56.9%. Not great, but it's above the 50-50 threshold, if barely.

This message was edited 1 time. Last update was at 2018/04/25 05:12:00


 
   
Made in us
Fixture of Dakka






Dont forget these 2 units.

1) Tantalus for DE as Red Grief (36" movement with advances)
2) Harpies/Crones for Tyranids especially as Kraken (30"+Advance)

Edit: added movements

This message was edited 2 times. Last update was at 2018/04/25 07:06:20


   
Made in ru
Regular Dakkanaut





Minh wrote:

Dark cristale, Warp time + 9 Tzaangor Enlightened

You can not Warptime after Dark Cristal.
   
Made in gb
Longtime Dakkanaut




Renegade ogryns in valkyries.
Helldrakes
Warptimed heretic astartes stuff. (Particularly if renegade infantry/bikes/prince or Nurgle daemon +tree for advance and charge. )
Alpha legion (But you will get killed if you don't go first)
Considering if disembark + advance + warptime + advance is enough. It is but all the transports with good capacity cost too much.

DFTT 
   
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Douglas Bader






Guardsmen, of course. Disembark from the Valkyrie 9" away, move 6", need to roll a 3+ to charge. Bonus points for charging first with the Valkyrie itself to draw overwatch.

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Legendary Master of the Chapter






Renegade csm bikes.
Fast moving renegade units on the occasional hot 6 run
helldrakes for sure
most things csm things with a bit o warp speed.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Dakka Veteran






I'm not sure why it's not being brought up but a good chunk of Daemons of Slaanesh can tear up the board at a lightning fast pace.

Seekers - 14"+D6+1 move, then a 2D6+1" charge.

Daemonettes - right behind them with a 7"+D6"+1 move, then 2D6+1" charge.

A Keeper of Secrets or Daemon Prince with wings with Slaanesh Celerity Warlord trait is moving a base 15"+D6". Then charging 2D6".

Then there's the Heralds on Seekers, Heralds on Chariots.

Fiends also move 14", having a psyker debuff and once (if) they make contact, the unit is trapped in combat unless they can fly.

   
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Loyal Necron Lychguard






South Dakota

Necrons have a more reliable one.
Deceiver brings with him Namesor Zahndrekh. (Outside 12, but cannot charge) At the end of the movement phase, Varguard Oberyon can bring a squad of Lychguard and can be placed anywhere within 6 inches of Zahndrekh. That leaves you with a 7 inch charge with a reroll.

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Ynnari WC of Strife Reavers with attack drugs can choose to either move 18", charge and make 147 S4 AP-1 attacks, or they can move 32" and make 98 S4 AP-1 attacks. This costs 5CP, but is invariably hilarious.

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fatbudda319 wrote:
The warhammer 40,000 community page have replied to a number of comments on their "Big FAQ" post regarding the use of da jump and upon wings of fire saying those abilities still work by the way.

If that doesn't then blood angels also lose the ability to reliably first turn charge outside of forlorn fury which I'd argue isn't really reliable.


Da Jump + Charge is not reliable either. It essentially has a 50% chance of succeeding, which is still good enough to have a go at it most of the time. 40 boyz standing 9" away from your opponents lines will grab his attention.
   
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Hooded Inquisitorial Interrogator





Ynnari harlequin skyweavers could move up to 48 inches in a turn without advancing. Regular ones could get more than 32 inches same with starweavers with clowns inside. A Ynnari Harlequin Solitaire could end up with a move characteristic of 24" and can move up to 3 times in one turn, but would need to be within 3 inches of a shadowseer at the beginning of the psychic phase, then within 18 inches of a ynnari psyker after that so at best you'd be looking at an 18ish inch move, then 15, then 24 getting you a respectable 57 inch movement. But more realistically you could get 36-48

This message was edited 1 time. Last update was at 2018/04/25 20:38:02


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Lone Wolf Sentinel Pilot






Texas

C4790M wrote:
Nids can still slingshot genestealers using the swarmlord, only difference is the stealer have to start on the board and kraken their way up


Or kraken double advance.




Automatically Appended Next Post:
 Primark G wrote:
Wraiths are a hard hitting unit and resilient. Nice.

20 Genestealers with a nearby Broodlord and use fight 2x stratagem. Hitting on 2's with broodlord, 80 attacks, rending on 6's at -4 AP; TWICE.

This message was edited 1 time. Last update was at 2018/04/25 20:52:41


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Ultramarine Chaplain with Hate to Spare






Yeah, Tyranids can go crazy far if they put a little effort into it. Raveners moving 12" + D6, twice, plus a charge, for instance. I forget the move of a Flyrant, ((16"maybe?) x2) +2x(3D6 take the highest) + Assault. The Swarmlord power is pretty incredible for that.

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Springfield, VA

Any and all Imperial Guard tanks can advance and charge in the same turn.
   
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Tunneling Trygon





NJ

Swarmlord + Kraken Nids = 20-60 Genestealers in your face on turn one. 20 are auto charging and 20 are likely charging. The last 20 depend on their run move and how aggressively you screen.
   
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Sneaky Sniper Drone




 Anpu-adom wrote:
Necrons have a more reliable one.
Deceiver brings with him Namesor Zahndrekh. (Outside 12, but cannot charge) At the end of the movement phase, Varguard Oberyon can bring a squad of Lychguard and can be placed anywhere within 6 inches of Zahndrekh. That leaves you with a 7 inch charge with a reroll.


The FAQ overrules your ability to drop within 6" of Zahndrekh if you're outside of your deployment zone.
   
 
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