Switch Theme:

Charge distance idea  [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
Missionary On A Mission



Northern CO

Ok, I know the topic of random charge distances has come up many times around here, with no clear consensus. Personally, I think with the increased mobility that exists in 7e, a fixed 6" charge range is too easy to avoid, especially against armies where you really need to be able to charge, like Eldar, Tau and Dark Eldar. So, I came up with an alternative idea:

Charge range should be d6", plus a fixed number based on unit type.

Infantry, Monstrous Creature, Gargantuan Creature, Walker, Superheavy Walker (including Jet Pack types): 4"
Beasts, Bikes, Cavalry: 6"
Jump Infantry, (Eldar) Jetbikes, Jump MC, Jump GC, Leaper, Chariot: 8"

Fleet would then confer +1" to charge ranges, while 'Ere We Go would allow a re-roll of the charge die. The problem I see with this so far, is with Jump GCs - however, despite the balance issue that the Wraithknight poses, I'm not sure why a Jump GC should be considerably slower than Jump Infantry. If anyone can think of a better way to square that circle, I'm all ears.
   
Made in us
Fixture of Dakka





My personal preference is to let chargers choose between a flat 6" (4" if going through dt) or the current 2d6" (-2" when going through dt). It eliminates those feelbad moments of "Darn, I failed a 3" charge," but also doesn't increase the average distance things charge with the random roll.

As for your idea, I suggest just having GCs and superheavy walkers charge 8" regardless of whether they can jump or not. They move about as fast as jump infantry in the movement phase. The jump part just lets them hop over terrain instead of going through it. Alternatively, make them charge 6" if they aren't jump GC and 8" if they are.

Not a fan of fleet being a measly +1" to charging. Currently, fleet lets my dark eldar go from rolling as little as 2" for a charge to letting them move 12" for a charge. That's an extreme example, but my point is that fleet is *nice* when you need it. +1" will only ever matter in those situations where you fail your charge by a single inch. Far less dramatic/fun than a reroll.

Why not simply make Fleet a reroll (that still gives you the usual benefits on run moves)? 'Ere We Go is much more appealing than +1".


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Missionary On A Mission



Northern CO

As for Fleet, the reroll is still interesting, but a bit less so when you're never going to get less than 5" anyway. I was noodling on that, and wasn't sure. My initial idea was that Fleet would be +2", but then that came up with results like minimum 11" charges for Reavers and Shining Spears, which might not be unreasonable, but felt a little wonky to me.

Well, actually, how about Fleet allowing a re-roll of the charge die, while 'Ere We Go gives you 2d6, pick the highest? It seems to me that they shouldn't be exactly the same, though I'm also not wild about "'Ere We Go is Fleet, but worse!", like it currently stands.
   
Made in us
Auspicious Aspiring Champion of Chaos






I feel like initiative should factor into charge distance somehow (not factoring in initiative caused by special rules like Concussive weapons). Something like "Units can charge 6"+ base Initiative". You could also add modifiers like "base Initiative x2 for jet bikes, jump infantry, etc."

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
 
Forum Index » 40K Proposed Rules
Go to: