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Made in us
Longtime Dakkanaut





I guess this is more of a request for clarification than anything else. A few people debate that the 90 Degree move permitted during a charge still counts towards the movement required. (I would personally favor this as well).

Just looking to check my logic on the rules that do in fact show that the wheel is free. This is all assuming a successful charge:

1) Attacker Declares Charge
2) Defender Declares Reaction
3) Roll For Charge Range
4) Measure the distance between the attacker to defender (closest base-to-base distance)
5) Move Chargers (including wheel) - rules say that chargers now have unlimited movement (still have to hit the face they declared a charge against) as they have already been confirmed to be in charge range.


Since determining distance for charge range and whether or not a charge is successful happens before any movement (using shortest distance), the wheel is considered to be a freebie.
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

You are correct, the wheel is "free". Had this discussion very early on with someone who couldn't quite shake off the vestiges of 7th edition charges.

It's obviously of greatest benefit to very large formations who don't have to spend tons and tons of movement to wheel around.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in bg
Cosmic Joe





Bulgaria

And it makes the game faster.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Hunter with Harpoon Laucher




Castle Clarkenstein

5) Move Chargers (including wheel) - rules say that chargers now have unlimited movement (still have to hit the face they declared a charge against) as they have already been confirmed to be in charge range.


That's the important one. Once you have been found able to make the charge, the distance doesn't matter. Move the unit, take up to 1 wheel of 90 degrees, move the unit into base to base contact, slam the door and line up the unit.

And does indeed make the game faster, and charges longer. Beware my 10 wide units of squigs.

....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
 
   
Made in gb
Decrepit Dakkanaut




It also specifically states that the wheel during charging is free - in the wheel section of movement.

It would have been helpful if they had actually reminded you of this in the charging section, of course....
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Yep, free free . Personally I love it, as stated above, speeds the game up a LOT!
   
Made in us
Longtime Dakkanaut





What about on a failed charge?
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

On a failed charge, I believe you get no wheel at all- you just move forward straight ahead (from your original facing) the number of inches equal to the highest dice rolled for your charge distance.
   
Made in gb
Decrepit Dakkanaut




yep, no wheel allowed, "free" or not!
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

That's untrue.
Page 19, Failed Charge:

"If a unit makes a failed charge it moves directly towards the target a distance equal to the highest score rolled on the 2D6 of the charge roll (i.e. if the dice showed 2 and 5, the failed charge move would be 5"), wheeling around impassible terrain and units, both friends and enemies by the shortest route."

I feel there's clarity issues here, but clearly wheels are allowed (and in some cases required!).

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow! I had the wrong...

I guess usually, if I'm failing a charge, I haven't had to do much wheeling to get around things.

But it would definitely change the way we play it here if you were to measure your wheel to face your unit directly towards the enemy. With a moderate or low roll (which you probably have since you failed the charge ) that could result in not moving forward at all, just wheeling.

I'd like some clarity on that if anyone has thoughts... thanks for the correction RZ!
   
Made in us
Evasive Eshin Assassin





Yeah, the 8th ed. Failing a Charge is no where near as significant as it was in 7th. And it's harder to fail in the first place. So much for my fleeing slaves pulling you into my ratty horde.
*sigh*

 
   
Made in us
Longtime Dakkanaut




Hmm.

We have been playing that when you fail a charge, you do have a "costly" wheel, towards where the opponent was.

I guess it is because you have to "move directly" towards the target. If you don't wheel to face the target, you aren't moving "directly" towards them.

Thoughts?
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Warpsolution- it's quite easy to fail a charge in 8th! At least if you're me and roll snake eyes. If nothing else, failing is much more random. In 7th, you could eyeball it and with practice usually only declare charges you could make...

That sounds about right to me, Killjoy... not the way we've been playing it, but I think that's what it comes down to.

The wheel "costs" movement if you fail a charge (and must be performed to face directly towards the unit), but not if you succeed in charging.
   
Made in us
Fixture of Dakka






San Jose, CA

Killjoy00 wrote:Hmm.

We have been playing that when you fail a charge, you do have a "costly" wheel, towards where the opponent was.

I guess it is because you have to "move directly" towards the target. If you don't wheel to face the target, you aren't moving "directly" towards them.

Thoughts?
Ditto, by the same logic.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Cold-Blooded Saurus Warrior




That's how I have been doing it. Fail a charge, wheel counting the distance to line up center to center, then move the rest forward.

I suggest you don't believe anything posted by thedarkavenger unless confirmed by other regular posters here at Dakka. He has shown he is incapable of basic English comprehension.
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Sounds like a consensus to me
   
Made in bg
Cosmic Joe





Bulgaria

Seeing as the failed charge rules tell you to move the unit i'd say all the rules for movement would apply, wheeling counting and so on. After all only succesfull charges have permission to ignore these rules, permissive rules etc.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Evasive Eshin Assassin





RiTides, I'll agree with that (and the Dwarf potential for movement is, now, quite funny). I am specifically speaking about fleeing from a charge to force an opponent to expose their unit's flank(s). It's harder to do now, for the same reason it's easier to fail a charge under normal circumstances. The random element makes it difficult to predict the outcome. Guess I'll just have to develop some other dirty Skaven trick.

 
   
 
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