Switch Theme:

Assault on Turn One - Who can do it?  [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 us
Regular Dakkanaut




A major topic on the Tactics sub-forum is how to deal with armies capable of First Turn Shooting Phase Alpha Strike.

For people asking what the 8th Edition meta is, IMO First Turn Shooting Phase Alpha Strike is a decent part of the current meta.

I'm wondering, though, what about the other side of the coin? What armies have a decent shot at pulling off a First Turn Assault?

A Space Marines army can go 100% Jump Packs, deploy in the sky, go first because that had zero drops, then Deep Strike the whole army. They have to land their Deep Strike 9 inches away from enemy units. What are the odds some units get into Assault? Rolling 9 or better on 2d6 is 2:1 against, or 33%.

What about Terminators?

What about 'Nids or Eldar? What about Da Boyz?
   
Made in us
Longtime Dakkanaut






no army can fully null deploy in 8th. 50% of units need to be on the ground. Deploying in reserve still counts as a drop as well.

Raven Guard and Gene stealer cults have the ability to pull off a turn one assault. Some units..but not the whole army

 
   
Made in us
Devestating Grey Knight Dreadknight







Literally any army can T1 assault.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Decrepit Dakkanaut




Black Templar are the best bet for it. Your Vanguard, Terminators, and Reivers can make the Deep Strike charge about 49% of the time. That's barely less than half. You also get the same benefit with using Asterion to do that as he gives that aura.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Loyal Necron Lychguard





It's probably better to limit the search to armies that can do reliable turn one assaults; as in, armies that can get closer than the 9" deep strike allows.

CSM is one, thanks to warptime. Tyranids are another due to the Swarmlord.

This message was edited 1 time. Last update was at 2017/08/09 05:29:14


 
   
Made in ru
!!Goffik Rocker!!






The difference is that shooting doesn't fail 50% of the time and can't be reliably countered. And with how terrain and los work now, i'd say it's even not viable to even try to counter shooting with anything other than listbuilding. Whereas you can have a couple chaff squads and terrain nullify dangers of 1-st turn assault.

This message was edited 2 times. Last update was at 2017/08/09 08:06:24


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Alpha legion, and Nids, Both GSC, and Nids can toss a Lot of stuff up front so some will get into contact. But it seems like most anyone can DS these days.

The will of the hive is always the same: HUNGER 
   
Made in gb
Blood Angel Neophyte Undergoing Surgeries




phydaux wrote:

A Space Marines army can go 100% Jump Packs, deploy in the sky, go first because that had zero drops, then Deep Strike the whole army.


That's not how deployment works. When alternating unit deployment you still have to deploy each unit in turn, whether it's on the board or in reserves. A Space Marine army could still have more deployments to make than say an Imperial Knight army and not go first, even if they did all go in reserve (which they can't anyway).
   
Made in gb
Fixture of Dakka






Given that the scenario I played last night (from the card deck) had deployment zones that met at a point in the centre of the board, anything could have charged in turn 1, if we'd been daft enough to set up like that.
   
Made in us
Beautiful and Deadly Keeper of Secrets





Arachnofiend wrote:
It's probably better to limit the search to armies that can do reliable turn one assaults; as in, armies that can get closer than the 9" deep strike allows.

CSM is one, thanks to warptime. Tyranids are another due to the Swarmlord.


Without powers, Genestealers can gain some massive distance across the board.
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

Arachnofiend wrote:
It's probably better to limit the search to armies that can do reliable turn one assaults; as in, armies that can get closer than the 9" deep strike allows.

CSM is one, thanks to warptime. Tyranids are another due to the Swarmlord.


When the new codex for chaos drops, Chaos Renegade factions will also be a fairly reliable charge engine as they can advance and still charge.

5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
Made in nl
Longtime Dakkanaut




Arachnofiend wrote:
It's probably better to limit the search to armies that can do reliable turn one assaults; as in, armies that can get closer than the 9" deep strike allows.

CSM is one, thanks to warptime. Tyranids are another due to the Swarmlord.


How can you assault turn 1 with warptime?
   
Made in dk
Hardened Veteran Guardsman





Deepstrike unit + sorceror, then cast warptime on unit to make them move forward and get even closer for almost auto charge.

Or just warptime on a demon prince, so he can fly twice in one turn.

This message was edited 1 time. Last update was at 2017/08/09 10:33:45


 
   
Made in nl
Longtime Dakkanaut




 Kaime wrote:
Deepstrike unit + sorceror, then cast warptime on unit to make them move forward and get even closer for almost auto charge.

Or just warptime on a demon prince, so he can fly twice in one turn.


So.... how do you deepstrike the sorcerer? And how would the sorcerer keep up with the daemon prince? I am not saying that it can't be done, I am just curious about the details. I am facing lots of CSM players where I am.

This message was edited 1 time. Last update was at 2017/08/09 10:44:00


 
   
Made in dk
Hardened Veteran Guardsman





Terminator sorceror gets to teleport too.

Demon prince himself can use the spell on himself.
   
Made in us
Beautiful and Deadly Keeper of Secrets





pismakron wrote:
 Kaime wrote:
Deepstrike unit + sorceror, then cast warptime on unit to make them move forward and get even closer for almost auto charge.

Or just warptime on a demon prince, so he can fly twice in one turn.


So.... how do you deepstrike the sorcerer? And how would the sorcerer keep up with the daemon prince? I am not saying that it can't be done, I am just curious about the details. I am facing lots of CSM players where I am.


Terminator Sorc, Bike Sorc, Sorc on Slaanesh Steed or Tzeentch Disc and a non-khorne DP can cast the spell themselves.

This message was edited 1 time. Last update was at 2017/08/09 10:50:51


 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Necrons can reliably do it, its just hilariously points inefficient. Like most of the index.

12,000
 
   
Made in us
Shadowy Grot Kommittee Memba






phydaux wrote:
A major topic on the Tactics sub-forum is how to deal with armies capable of First Turn Shooting Phase Alpha Strike.

For people asking what the 8th Edition meta is, IMO First Turn Shooting Phase Alpha Strike is a decent part of the current meta.

I'm wondering, though, what about the other side of the coin? What armies have a decent shot at pulling off a First Turn Assault?

A Space Marines army can go 100% Jump Packs, deploy in the sky, go first because that had zero drops, then Deep Strike the whole army. They have to land their Deep Strike 9 inches away from enemy units. What are the odds some units get into Assault? Rolling 9 or better on 2d6 is 2:1 against, or 33%.

What about Terminators?

What about 'Nids or Eldar? What about Da Boyz?


That's wrong on two fronts. One, you can't deploy more than 50% of your units in deep strike. Two, deploying a unit in the sky is a drop. it's very easy to out-drop an army that doesn't have transports.

"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!"  
   
Made in gb
Norn Queen






Orks can do it with Da Jump. You can set it up so the Weirdboy literally cannot fail the psychic test (though his brains might explode), teleport 30 juicy boyz to 9" of the target, and then get to re-roll the charge.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Harlequin skyweavers have a good shot too. 16" move, 6" advance and then 2D6 charge. Average 29" charge range.

   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Celestine can do it herself.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Pyromaniac Hellhound Pilot





Guard can toss people out of Valkyries; probably not the world's best plan unless they're Bullgryn, but it's an option!
   
Made in gb
Longtime Dakkanaut





UK

The question you have to ask is, what can you achieve with a T1 assault?

Melee causes less disruption in 8th than it did in 7th as units can just withdraw. If you assault with a handful of units, the enemy will likely withdraw from combat and the rest of their army will then shoot your attackers while they are unsupported.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Omnipotent Necron Overlord






 bullyboy wrote:
Harlequin skyweavers have a good shot too. 16" move, 6" advance and then 2D6 charge. Average 29" charge range.


Yeah and no gimics required. You didn't even factor their double move power. Harlequins are basically stock equip to turn 1 charge though.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Shadowy Grot Kommittee Memba






 Karhedron wrote:
The question you have to ask is, what can you achieve with a T1 assault?

Melee causes less disruption in 8th than it did in 7th as units can just withdraw. If you assault with a handful of units, the enemy will likely withdraw from combat and the rest of their army will then shoot your attackers while they are unsupported.


^^^^^^^^^^^^^^^^ This guy gets it.

Against an increasing number of factions, assault is only distinct in shooting in that when shooting, you get much greater control over where your models are placed on the table, and in shooting your opponent doesn't get to shoot back at you for free. Oh and there isn't a pre-hit roll to determine whether all your shots miss because your soldiers might, I don't know, fall asleep or something. And flyers aren't usually immune to it. And only characters can be blocked by chaff, not everyone.

Given that it has the same effect on morale, unless GW overcompensates like they did in 7th with wulfen and the like and creates some crazy bonkers melee units that can just table armies effortlessly with massive points efficient damage, I doubt we'll see tons of melee as an overarching strategy that competitive armies use. With cover no longer being a thing, shooting is just too good with too few tradeoffs.

"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!"  
   
Made in gb
Brainy Zoanthrope






Lancashire, UK

Genestealers combined with the Swarmlord make for a ridiculous threat range, moving between 20-30 inches (depending on your advance rolls) and still being able to charge

 Karhedron wrote:
The question you have to ask is, what can you achieve with a T1 assault?

Melee causes less disruption in 8th than it did in 7th as units can just withdraw. If you assault with a handful of units, the enemy will likely withdraw from combat and the rest of their army will then shoot your attackers while they are unsupported.


Very true. I'll usually only assault with my Genestealers/Swarmlord if there's a high priority target for them to take out before it can fire, or if the terrain will shelter them from the majority of reprisals.

This message was edited 1 time. Last update was at 2017/08/09 14:43:25


Looking for fun articles on painting, tactics and wargaming? Are you after a new regular blog to follow? Are you a bit bored with nothing better to do?

If the answer to any of the above is 'well, I guess' you could probably do worse than read my blog! Regular wargaming posts, painting and discussions

forgotmytea.wordpress.com
 
   
Made in gb
Norn Queen






The fact that Fall Back is (essentially) consequence free, you either have to magically surround them (which is doable with the pile in and consolidate but not easy) and hope they can't FLY.
   
Made in us
Clousseau





East Bay, Ca, US

A turn 1 deep strike assault is good if your opponent left him/herself wide open for it. People have adapted to it, though. In my experience, it's rarely a wise move. The way to go is with units that can make it all the way across the board with their normal movement. For instance, Celestine is a fantastic turn 1 charge, since she has a 24" move. That's usually enough to get a very reliable charge.

There are a few instances where i'll sell out to kill something.

For instance, if i'm facing heretics / daemons, and I see Magnus. He must die turn 1, or he'll be warp timing around the board, wrecking flyers and smiting whole units off the board. The cost of not killing him is just astronomical.

This message was edited 2 times. Last update was at 2017/08/09 14:51:58


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Librarian with Freaky Familiar






I turn one assaulted with some deathwing knights. It was brutal, took out a fully loaded laz pred and then cleaned out some bikes.

To many unpainted models to count. 
   
Made in ca
Regular Dakkanaut





I always try to get my scout sentinels into combat. 9" Scout move. 9" move. And a charge.

They just want to run up and touch something. Shooty troops. A big tank, whatever.
   
 
Forum Index » 40K General Discussion
Go to: