Switch Theme:

Moving the actual charge distance?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Cog in the Machine





Nottingham

Greetings,

Just a thought which probably has been proposed/asked before, but how much would the game change if you were allowed to make a movement even after a failed charge?

So a tactical marine squad tries to charge some firewarriors 10 inches away. They roll an 8 inch charge, thus failing the charge. But they are still allowed to make an 8 inch move towards the firewarriors. They can choose to stay put if they so choose to, but they can't make an 8 inch move in any other direction.

I mainly play a shooty Skitarii army so I don't truly know the impact this would have, but I know that the random nature of charge distance makes it difficult for assault based armies.
   
Made in nz
Trustworthy Shas'vre






I'm not sure about the overall impact, but it could be abused to get extra movement to key locations.

If you desperately need to get some extra movement towards an objective, charge towards an enemy in the general direction.

This gets used a lot in Warmachine (its generally accepted that at least on the first turn you'll cast spells and the charge an enemy 40" away with your caster)
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Trasvi wrote:
I'm not sure about the overall impact, but it could be abused to get extra movement to key locations.

If you desperately need to get some extra movement towards an objective, charge towards an enemy in the general direction.

This gets used a lot in Warmachine (its generally accepted that at least on the first turn you'll cast spells and the charge an enemy 40" away with your caster)


It'd be mitigated a bit by Warhammer's rules - you can't charge a model more than 12" away, and when you do charge you're giving them a free shot at you.
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

In my rules, Running and Charging are essentially the same. The only difference is that Charges provoke Overwatch (charge reactions) and allow moving into base contact (ie assaulting) with enemy models. In other words, the models move the same distance regardless, but with different effects if you declared a charge beforehand.

Sieg Zeon!

Selling TGG2! 
   
Made in us
Auspicious Daemonic Herald





It pretty much makes running obsolete. Would you rather

A) Shoot your guns and move 2d6"
-or-
B) Not shoot your guns and move only d6"
   
Made in gb
Cog in the Machine





Nottingham

Trasvi wrote:
I'm not sure about the overall impact, but it could be abused to get extra movement to key locations.

If you desperately need to get some extra movement towards an objective, charge towards an enemy in the general direction.

This gets used a lot in Warmachine (its generally accepted that at least on the first turn you'll cast spells and the charge an enemy 40" away with your caster)


I kinda do this anyway with normal charges to at least contest objectives. But as raverrn pointed out, the maximum charge range prevents you from using it against a distant enemy.




 CrownAxe wrote:
It pretty much makes running obsolete. Would you rather

A) Shoot your guns and move 2d6"
-or-
B) Not shoot your guns and move only d6"


Well when you charge you will trigger the enemy's overwatch, so running is safer. However to make them more distinct, lets say that if a unit failed their charge but still choose to move they can only fire snap shots in their next shooting phase.

This message was edited 2 times. Last update was at 2016/04/12 09:51:54


 
   
Made in gb
Hooded Inquisitorial Interrogator






In 8th edition fantasy, a failed charge still saw the unit move forward by a number of inches equal to the lowest of the D6 rolled, perhaps that would make a better compromise?

This way it wouldn't outclass a Run move, and gives you a bit of movement, but at the cost of potentially moving away from a superior position (e.g- if you tried to charge out of cover), so it's not necessarily a benefit.

It may not give the kind of consolation the OP wanted, but it would represent charges better. Currently a unit seems to just instantly judge how far they can run then change their mind, rather than starting the charge and running out of momentum part of the way, which would make more sense.

This message was edited 1 time. Last update was at 2016/04/12 11:19:38


   
Made in us
Longtime Dakkanaut




its a good idea, It would be utterly devastating for both sides as well. 30 orks charge 10 space marines, work out the Over watch (generally 1-3 casualties) and then the charge fails. They move forward to b 2-3 inches away, Space Marines now get a full turn to back up 6 and give the orks a double tap, will they get assaulted the next turn? probably but they just got a lot more dead orks before hand. On the other side they could charge themselves after firing pistols, so pretty good overall.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Trustworthy Shas'vre




There will need to be a penalty to avoid abuse.

Perhaps inverting the Assautl and Shooting Phases and not allowing shooting after a charge or some such.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Longtime Dakkanaut




Jefffar wrote:
There will need to be a penalty to avoid abuse.

Perhaps inverting the Assautl and Shooting Phases and not allowing shooting after a charge or some such.


Isn't there already a penalty? Over watch?

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Auspicious Daemonic Herald





Overwatch isn't a penatly unless they had template weapons for wall of death or are supportinf fire with Tau. Also if you are simply declaring a charge from over 12" just for the extra movement then you start cutting out damage from the range.
   
Made in us
Longtime Dakkanaut




 CrownAxe wrote:
Overwatch isn't a penatly unless they had template weapons for wall of death or are supportinf fire with Tau. Also if you are simply declaring a charge from over 12" just for the extra movement then you start cutting out damage from the range.


Well I am of the opinion that you can't even start a charge if you are out of range. So 12 inches is the absolute most you could charge from and if you fail that means at the absolute best your getting 11 inches with overwatch.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Cog in the Machine





Nottingham

After reading some responses. I just want to clarify,

"Declare Charge: A unit can never declare a charge against a unit that it cannot reach." BRB - page 45

And from the feedback,

If a charge roll is unsuccessful, models that have declared a charge may choose from 2 options:
1. Stay stationary (as rules as it is now)
2. Move the models towards the enemy by the higher value of the 2D6 charge range. Additionally this unit will be forced to fire snap shots in their next shooting phase.

Example:
A squad of tactical marines declare a charge against some fire warriors 10 inches away. The marines roll a 6 and a 2 on their 2D6 charge range, thus failing the charge. However they can choose to move 6 inches towards the fire warriors and will be snap shooting in their next turn.

Hopefully the snap shooting is a good enough penalty to stop everyone randomly charging to move faster. And a failed charge is still a worse outcome then just running (debatable).
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

 CrownAxe wrote:
It pretty much makes running obsolete. Would you rather

A) Shoot your guns and move 2d6"
-or-
B) Not shoot your guns and move only d6"


I forgot to mention that my Run/Charge move is 6+d6''.

Sieg Zeon!

Selling TGG2! 
   
 
Forum Index » 40K Proposed Rules
Go to: