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Made in us
Dakka Veteran





So this has come up a couple of times now and I'd like to get some definitive answers on the matter. I apologize for the poorly made image, but it should give an idea of what I'm talking about...consider the following:




I'd like to know exactly how my unit (assumed to be normal infantry) should charge the enemy. Do I charge through difficult terrain? It's possible to complete the charge without going into terrain at all (any successful charge less than 9"). Would my initiative always be lowered? The options I can see are:

1. Roll 2d6 for the charge distance. If this would be enough to get to the terrain (a 10" charge, for example), then the charge is going through difficult terrain. Roll an additional d6 (after seeing the result of the first 2d6) and drop the highest, plus suffer the initiative penalty.
If the charge was not enough to make it to the terrain (a 7" charge, for example), then I complete the charge against the enemy out in the open and suffer no initiative penalty.

2. Assume that the charge would be enough to make it to the terrain. Roll 3d6 charge distance and drop the highest, suffering the initiative penalty.

There are probably others, but those seem like the most likely to me. Any help or input would be greatly appreciated. Thanks!
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Read this thread:
http://www.dakkadakka.com/dakkaforum/posts/list/513648.page

Though this isn't RAW, several people have come up with what seems to be a good work-around: If you are within 12" of terrain, roll two dice for charging, and roll a 3rd "just in case" die. If you don't roll enough distance to get into terrain, then you're good. Proceed as normal.
But, if your two dice charge distance would take you into terrain, add in the 3rd die and remove the highest from all three, using this new 2D6 as your charge distance, with a penalty to Initiative.

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Hoary Long Fang with Lascannon




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Siphen wrote:
So this has come up a couple of times now and I'd like to get some definitive answers on the matter. I apologize for the poorly made image, but it should give an idea of what I'm talking about...consider the following:




I'd like to know exactly how my unit (assumed to be normal infantry) should charge the enemy. Do I charge through difficult terrain? It's possible to complete the charge without going into terrain at all (any successful charge less than 9"). Would my initiative always be lowered? The options I can see are:

1. Roll 2d6 for the charge distance. If this would be enough to get to the terrain (a 10" charge, for example), then the charge is going through difficult terrain. Roll an additional d6 (after seeing the result of the first 2d6) and drop the highest, plus suffer the initiative penalty.
If the charge was not enough to make it to the terrain (a 7" charge, for example), then I complete the charge against the enemy out in the open and suffer no initiative penalty.

2. Assume that the charge would be enough to make it to the terrain. Roll 3d6 charge distance and drop the highest, suffering the initiative penalty.

There are probably others, but those seem like the most likely to me. Any help or input would be greatly appreciated. Thanks!


Your first 5 models would charge base to base with the 5 enemy models but your remaining 2 models would need to attempt to charge the enemy models in terrain. This is assuming that all 10 enemy models are part of the same unit or you are launching a disordered charge against two 5 man units. As you will have to charge though terrain you will need to roll 3D6 and if any model actually charges though difficult terrain your entire unit will strike at I1 assuming they don't have assault grenades of some sort. As per the rules on page 22.


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 Elric Greywolf wrote:
Read this thread:
http://www.dakkadakka.com/dakkaforum/posts/list/513648.page

Though this isn't RAW, several people have come up with what seems to be a good work-around: If you are within 12" of terrain, roll two dice for charging, and roll a 3rd "just in case" die. If you don't roll enough distance to get into terrain, then you're good. Proceed as normal.
But, if your two dice charge distance would take you into terrain, add in the 3rd die and remove the highest from all three, using this new 2D6 as your charge distance, with a penalty to Initiative.


No, you make the 3D6 roll if any of the unit has to move though difficult terrain to reach the enemy unit but you only get the moving though difficult terrain Init penalty if a model actually moves though difficult terrain.

This message was edited 1 time. Last update was at 2013/05/06 02:56:20


 
   
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Tilter at Windmills






Manchester, NH

Right. If there is any chance that your models will have to pass through Difficult to maximize contact/follow the rules for charging: Roll 3d6.

If any of your models actually pass through difficult, then they suffer the I1 penalty.

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The Hive Mind





"they" being the entire unit.

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[DCM]
Tilter at Windmills






Manchester, NH

Yes indeed.

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More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

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