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Made in gb
Longtime Dakkanaut




MalfunctBot wrote:
 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.

The beta rules have since been clarified to not apply to units already deployed.

This message was edited 1 time. Last update was at 2018/04/26 05:10:16


DFTT 
   
Made in gb
Longtime Dakkanaut




Captyn_Bob wrote:
MalfunctBot wrote:
 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.

The beta rules have since been clarified to not apply to units already deployed.

Well as usual GW half clarified it without apparently understanding why their own rules and FAQ's don't allow it.
They intend it to not apply but the rules clearly do apply as writen and faq'd. So I wouldn't count on being able to do any of these outside your deployment zone in an organised event. I think the london GT if the first even to be running with the faq rules, so will ve interesting to see how they rule on this.
   
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Longtime Dakkanaut





Plaguebearers can do it!, so can plague drones

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
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Longtime Dakkanaut




So at this point the only units that can’t turn 1 charge reliably are deepstrike and infiltrate units.
There are ton of reliable or better then 50% chance ways to turn 1 charge!
What this faq really did was prevent a bunch of short range shooting units from getting into double tap plasma range turn 1 it did little to prevent most dedicated assault units from getting into melee.
It’s gonna be good to see how everything plays out.

This message was edited 1 time. Last update was at 2018/04/29 23:11:18


 
   
Made in us
Devestating Grey Knight Dreadknight




gungo wrote:
So at this point the only units that can’t turn 1 charge reliably are deepstrike and infiltrate units.
There are ton of reliable or better then 50% chance ways to turn 1 charge!
What this faq really did was prevent a bunch of short range shooting units from getting into double tap plasma range turn 1 it did little to prevent most dedicated assault units from getting into melee.
It’s gonna be good to see how everything plays out.

Bloodletters, Grey Knights, Blood Angels, and terminators of all types disagree.

Hope is the first step on the road to disappointment. 
   
Made in gb
Annoyed Blood Angel Devastator




 greyknight12 wrote:
gungo wrote:
So at this point the only units that can’t turn 1 charge reliably are deepstrike and infiltrate units.
There are ton of reliable or better then 50% chance ways to turn 1 charge!
What this faq really did was prevent a bunch of short range shooting units from getting into double tap plasma range turn 1 it did little to prevent most dedicated assault units from getting into melee.
It’s gonna be good to see how everything plays out.

Bloodletters, Grey Knights, Blood Angels, and terminators of all types disagree.


Hear, hear!I
   
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Regular Dakkanaut




MarkyMark wrote:
Plaguebearers can do it!, so can plague drones


I am curious how plaguebearers can do it.

Also, many people have mentioned fast units that can get over 24" (including the average charge). I would not consider it reliable if it relies on your opponent deploying in the front half of their DZ (since they will know if they are facing a fast army and may opt to deploy along their back line and worry about getting to objectives once they have shot you off the board...)

Mark.
   
Made in gb
Longtime Dakkanaut





Cheeslord wrote:
MarkyMark wrote:
Plaguebearers can do it!, so can plague drones


I am curious how plaguebearers can do it.

Also, many people have mentioned fast units that can get over 24" (including the average charge). I would not consider it reliable if it relies on your opponent deploying in the front half of their DZ (since they will know if they are facing a fast army and may opt to deploy along their back line and worry about getting to objectives once they have shot you off the board...)

Mark.


27inches in a turn, so yes they could do it.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
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Decrepit Dakkanaut






Springfield, VA

Cheeslord wrote:
MarkyMark wrote:
Plaguebearers can do it!, so can plague drones


I am curious how plaguebearers can do it.

Also, many people have mentioned fast units that can get over 24" (including the average charge). I would not consider it reliable if it relies on your opponent deploying in the front half of their DZ (since they will know if they are facing a fast army and may opt to deploy along their back line and worry about getting to objectives once they have shot you off the board...)

Mark.


I mean denying your opponent half his DZ and therefore restricting his 1st turn move to either not moving (if he goes first) or moving up to where he would have been if he just deployed (if he goes 2nd) are pretty huge gains for board control.
   
Made in us
Nurgle Chosen Marine on a Palanquin






 Unit1126PLL wrote:
Cheeslord wrote:
MarkyMark wrote:
Plaguebearers can do it!, so can plague drones


I am curious how plaguebearers can do it.

Also, many people have mentioned fast units that can get over 24" (including the average charge). I would not consider it reliable if it relies on your opponent deploying in the front half of their DZ (since they will know if they are facing a fast army and may opt to deploy along their back line and worry about getting to objectives once they have shot you off the board...)

Mark.


I mean denying your opponent half his DZ and therefore restricting his 1st turn move to either not moving (if he goes first) or moving up to where he would have been if he just deployed (if he goes 2nd) are pretty huge gains for board control.



It's how my daemons have been winning this edition. My opponent knows they are quick or deep striking, so they deploy way back. I pepper the field with nurglings for objective holders, then the army rushes/drops in their face and they have nowhere to run. They don't kill the nurglings, and I rack up objectives while they try to get a horde out of their lines. If you can force your opponent in a corner during deployment, the objective game is all yours.

   
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Im definitely using my nurgling battalion next time I play!
   
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Deadly Dire Avenger




Saim-Hann shining spears are nearly guaranteed to get wherever they want on the board.

They can advance and still charge with a 1CP stratagem (that also lets them reroll 1's to hit in the fight phase), they have a 16" base movement and automatically advance 6". Saim-Hann also lets them re-roll failed charges.

If you take a warlock with quicken, it lets them move again in the psychic phase. If they advanced, the additional move speed is used here too.

This means a quickened shining spear squad can move 44" in a turn then make an 8-9" charge with reasonable success.

Oh, did I mention they have the fly keyword?

a 9-man squad is packing 16 s6, AP-4, 2dmg shots, and 3 s6 AP-4 2dmg shots. They can also shoot with those giving them an additional 8 at s6 and 1 at s8. They also each have an assault 4, AP0 (rending), 1dmg weapon so you've got 36 of those to deal with too.

Add on top of that if they're Ynnari and they kill a unit they can fight a second time.
   
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 greyknight12 wrote:
gungo wrote:
So at this point the only units that can’t turn 1 charge reliably are deepstrike and infiltrate units.
There are ton of reliable or better then 50% chance ways to turn 1 charge!
What this faq really did was prevent a bunch of short range shooting units from getting into double tap plasma range turn 1 it did little to prevent most dedicated assault units from getting into melee.
It’s gonna be good to see how everything plays out.

Bloodletters, Grey Knights, Blood Angels, and terminators of all types disagree.


Bloodletters yes

Grey Knights have GoI.

Blood Angels have the "pick up your squad and drop them" and the "Deathcompany charges forward before game starts" strats.

Terminators can, depending on which army you're talking, get into range. for example DW has a trick they can now pull with the Homer they have and a jump pack HQ to get terminators into easy turn 1 assault/shoot range.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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Most of the T1 charges that still exist require an investment, are gimmicky, or aren't that powerful.

There are some exceptions that still feel wrong (Spears), but there are others that don't really matter (Swooping Hawks T1 charge? lawl).

I still miss the "Can't charge the turn you show up" style rules 6E/7E had, though.
   
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Dont forget Tyranids Harpies can as well, 30" movements are strong, especially when you can start on the line (24" no man land, you are 6" into their deployment at minimum).

   
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Hardened Veteran Guardsman



Tampa, Florida

Saint Celestine automatically and a squad of Seraphim on a 2+ roll, along with any Dominion squads you want to send along.

Any single unit of Ravenwing can do it with the Speed of the Raven stratagem for 1CP.
   
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Regular Dakkanaut





Guard can do it by hopping out of a valkyrie

Owz it work.
Coz I sez it doz, dats why 
   
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A Protoss colony world

Probably mentioned already, but a unit of Alpha Legion Berzerkers could be nasty with the infiltrate stratagem. It is somewhat dependent on going first though.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
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Tau Empire can do it very easily too.

We have ghostkeels, steath teams and coldstar commanders.

You can think that is not a good idea assaulting with tau. But all these units have fly and you can use them to engage a tank or shooty unit in a flank if there are no other scary units nearby, hopefully after destroying another unit or units.

Been there, done that. You can´t be much more Mont´ka than that. Very satisfying when your enemy expects you to be full Kauyon "because TAU".

This message was edited 1 time. Last update was at 2018/05/14 08:03:29


 
   
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Longtime Dakkanaut




Bharring wrote:
Most of the T1 charges that still exist require an investment, are gimmicky, or aren't that powerful.

There are some exceptions that still feel wrong (Spears), but there are others that don't really matter (Swooping Hawks T1 charge? lawl).

I still miss the "Can't charge the turn you show up" style rules 6E/7E had, though.
that’s the point!!! To curb mass drop armies and seriously prevent nonsense like mass drop plasma. The fact you can still do it with many different t types of units even if limited means you need to plan Out your list instead of relying on alpha strike nonsense.

This message was edited 1 time. Last update was at 2018/05/14 08:33:23


 
   
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Regular Dakkanaut




Trying to think of ones no-one has mentioned.

Screamers can do it, but reliability depends on deployment type. Just flat 16" move.
   
 
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