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Made in gb
Shas'la with Pulse Carbine





Watford, England

So you cant assault if you infiltrate or scout and go first.

Are there any ways of getting into assault in the first turn?

Also does it apply if you infiltrate or scout and then go second?
   
Made in gb
Decrepit Dakkanaut




The restriction is on the first player turn. Going secodn is not the first player turn...

Yes, lots. +1" movement warlord trait, red paint job, and ork storm boyz, off the top of my head.

Unlikely as all hell, though.
   
Made in us
Abhorrent Grotesque Aberration





DE Raider or a Land Raider. Basically any assault vehicle that is rectangular in shape.

Put it on the line, pivot to get the extra ~2" to 3", move forward 6", disembark 6", roll an 11 or 12 for charge distance. That would give you about a 25" to 27" assault range.

However as nos said, it's highly unlikely.

------------------
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"Why not?" - Asdrubael Vect 
   
Made in tr
Willing Inquisitorial Excruciator





warp spiders can easily assault with a good jump roll as well.

the pivoting trick works just as well for WK or any jump unit with oval base, which might as well include bikes and cavalry or beast, although that would be at least a 11-12" charge attempt.
And your opponent needs to deploy on his/her DZ.

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Made in de
Hoary Long Fang with Lascannon






SW Iron Priest in a LR adds 1d3" movement.
   
Made in us
Lone Wolf Sentinel Pilot




San Diego Ca

IIRC the rules are if you are going first, you can't assault at all on the first turn.
If your going second any units that Infiltrated or performed Scout moves may not assault on that players 1st turn (nor may units that just arrive from reserves assault the turn they arrive).
So, about the only way to get a first turn assault is to go second, do the pivot for the extra inches, and hope to roll high (hoping the overwatch doesn't kill the models that are within 12" of your assault range).
Or hope your opponent is nice enough to move towards you reducing your charge range.

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Made in us
Captain of the Forlorn Hope





Chicago, IL

There is nothing restricting a turn 1 assault as long as you did not Deep Strike, Infiltrate, scout, or anything else that specifically restricts an assault in the first turn.

However, since you need to deploy more than 12 inches away from the center line the 1st turn charge is rare.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

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We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in ca
Fixture of Dakka




Vanished Completely

There is no rule outright banning first turn assaults, they are just very hard to pull off. Every ability that will get you into assault range easily have limitations preventing charging while trying to get into range without such an ability is a near impossibility. There is just a handful of methods that can be used, abilities that give a flat bonus to movement in some form or another, but every single one of them involves the opponent placing their units right on their deployment line at the very least.

So nothing you can bet on.

This message was edited 1 time. Last update was at 2013/10/09 00:38:41


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Made in us
Blood-Raging Khorne Berserker




South Chicago burbs

dkellyj wrote:
IIRC the rules are if you are going first, you can't assault at all on the first turn.
If your going second any units that Infiltrated or performed Scout moves may not assault on that players 1st turn (nor may units that just arrive from reserves assault the turn they arrive).
So, about the only way to get a first turn assault is to go second, do the pivot for the extra inches, and hope to roll high (hoping the overwatch doesn't kill the models that are within 12" of your assault range).
Or hope your opponent is nice enough to move towards you reducing your charge range.


This is totally and completely false. I suggest you take another read through the relevant rules.

A turn means player turn unless it specifically says "game turn".

The only restriction to assaulting first turn is if you arrive via deep strike, infiltrate or scout.

The player who goes second has no restriction for infiltrate or scout, only units arriving from reserve can not assault.

This message was edited 1 time. Last update was at 2013/10/09 00:40:20


insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

It might be worth noting that if both sides start right at their deployment zones in normal missions, they are not 24" away for the sake of some things that move 12"+2d6" assault moves.

They should be "over 24" away". I see miniwargaming.com make it a house rule if people deploy as close as possible, they automatically count as being exactly 24" away for the purpose of some units with good move+charge distances, Maledictions and shooting. Meh.
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

There is nothing restricting a turn 1 assault as long as you did not Deep Strike, Infiltrate, scout, or anything else that specifically restricts an assault in the first turn.

However, since you need to deploy more than 12 inches away from the center line the 1st turn charge is rare.

This message was edited 3 times. Last update was at 2013/10/10 20:14:36


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Legendary Master of the Chapter






 pizzaguardian wrote:
warp spiders can easily assault with a good jump roll as well.

the pivoting trick works just as well for WK or any jump unit with oval base, which might as well include bikes and cavalry or beast, although that would be at least a 11-12" charge attempt.
And your opponent needs to deploy on his/her DZ.


IIRC you don't ever pivot bikes and strange bases. you still move front to front so you will still be 12"+ from the enemy DZ.

 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!

 
   
Made in gb
Decrepit Dakkanaut




You do not recall correctly. There is nothing stating you cannot rotate the bases, and allowance to do so.
   
Made in us
Legendary Master of the Chapter






Ah alright. what page be the allowance on?

 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!

 
   
Made in gb
Decrepit Dakkanaut




Moving models, and the ability to turn and face as you wish.
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Stormboyz can get a lucky 18 inch jump then get a high 2d6 charge.
It's possible :3

This message was edited 1 time. Last update was at 2013/10/11 16:13:38


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nosferatu1001 wrote:
Moving models, and the ability to turn and face as you wish.


I get this but shouldnt you always use the same point to measure the distance from, so if you place the model sideways, you are using the base ( in the example of a raider), and when you pivot you are then using the front of the veicle.

so if they are shot, do you use the base to draw range from or the front?





 
   
Made in gb
Decrepit Dakkanaut




cammy wrote:
nosferatu1001 wrote:
Moving models, and the ability to turn and face as you wish.


I get this but shouldnt you always use the same point to measure the distance from, so if you place the model sideways, you are using the base ( in the example of a raider), and when you pivot you are then using the front of the veicle.

so if they are shot, do you use the base to draw range from or the front?


Base, as per measuring between vehicles.

You do; however you rotate, then start measuring. Same as with vehicles. Or measure from the centre. Either way, it works.
   
 
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