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Made in no
Been Around the Block




Hello
Im playing chaos csm CC heavy. Using choppy chaos lords with ablitave wounds and having them wreck face. Im looking for a good way of getting the dreaded first turn charge. Lately i have been looking into Psychic to help me wreck face from early on.

If i place a juggerlord with 3 spawns wholy into terrain, and then use Worldwrithe to move that terrain into charge range. this gives me great range, since i can place the terrain 24" from starting position and then using spawns and juggerlord with fleet. that gives them potetial range of 36" and gives me possebilety to give threat to long range bombardment like riptides and wraightknights.

Is this a viable strategy.
   
Made in ru
!!Goffik Rocker!!






It's harder than you might think cause first of all, you need terrain and than you need to place it no closer than 1" from any other terrain piece. Electroexchange (or how's this cheezy spell called) will allow to do it more reliably. It exchanges the unit with another friendly unit still allowing to charge. So, you either scout dogs or drop a squad with a dreadclaw and than exchange with them and get yourcharge off. It's a good idea to get more spawns though.
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

Shifting Worldscape (Worldwrithe) and Electrodisplacement are two completely different spells - both in use and practice.

Ideally you are rolling aggressively on one or the other. The scouting and hoping to survive (assuming you don't ALWAYS go first) is a way to make Electrodisplacement work, sure. It's just not as reliable and is very 1-dimensional when it comes to getting a turn1 charge off.

Shifting, however, is crazy good and flexible - it becomes even more flexible the larger the footprint of the squad you are trying to charge with is. Not to mention if your opponent miss positions/deploys, you can bring him straight to you.

For example - there are two ways to try the infamous Turn1 charge with Shifting.

The first - You move 12" FULLY within a piece of terrain (ideally in the center of the board for the most options. With this technique you make sure the models you want closest to your enemy is only a toe in cover. This allows you to be 1" to 2.5" inches closer than the actual terrain. The 1" separation of terrain (limited by the power) does not effect your models overlapping another piece of terrain. You still need to be 1" out of enemy models, but that's now an un-fail-able charge distance. After your 12" movement into terrain, you pick up the terrain, move it an additional 24", rotate it so the toe-in model is now closest to the enemy, and charge. This is the most common way this power is used.

The second - and by far, my favorite - you place every model you can or want into the terrain (nearest the middle or closest to the enemy) EXCEPT 1 model. What this allows you to do is daisy-chain all models from the unit with perfect 2" coherency from the 1 model that remains stationary. The other models (assuming this is a larger unit/deathstar) now treat this terrain as if it was a large Ruin-sized Assault vehicle. (Note: this works best in predetermined terrain environments like NovaOpen - 1'x1' large LOS ruins on every table) With a decent sized star (10-20 models), you can chain the stationary model that is located just outside your deployment to the other side of the board (just outside his deployment). The reason I like this method OVER the first is you get to place each model exactly how you want it and with the proper spacing. This becomes particularly useful when you need each weapon type to hit particular Initiative step. It also allows your precious psykers or supporting characters (Azreal/Sorcerors, etc) to remain safely on your side of the table. Even with a 12" charge and pile-ins, your squishy models will be out of Stomp range a majority of the time.

With proper use and practice, the daisy-chain allows the user the perfect assault phase.

Both Shifting Worldscape options have counter-play, but it often requires the enemy to sit in the far corners of the board. If this happens, you can simply use Shifting Worldscape to move a terrain piece out of the way on Turn1 to get a more reliable Turn2 charge off with the terrain piece you are already on.

Electrodisplacement doesn't give you any options outside of a Turn1 swap off of a Scouting (hopefully surviving) unit. Yes - you can swap to Outflanking units, but there is NO comparison to Shifting Worldscape. Easily the best power in the game. Makes or breaks a lot of matchups as well.
   
 
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