Make sure your Opponent Uses the Correct Charge Rules!
September 7, 2012 by darrell
Video Sponsors: Mercs - Kings of War
It's a common "mistake" in 6th edition 40K, but measuring assault distance can spell success or disaster in Warhammer 40K... depending, of course, on whether you bend the rules or not. The guys take a look at the implications of the 6th Edition rules.
Supported by (Turn Off)
Supported by (Turn Off)
Supported by (Turn Off)































This is another good reason for taking a defence line fortification, and one of those little changes that have moved how to win games from close combat and list building into the movement phase- make the right choice on movement and you might find your self able to squeeze in the gap, move like those necrons did and you’ll probably only end up giving away a free snap fire.
That’s a fucking awesome looking gaming table, hot damn! :O
Hmmm. I think it’s a bit ambiguous in your second example, from the point you say “even if he’s not the closest”. The reason I say that is you are quite right on the straight line thing but that’s only for the initial charger (page 21) it doesn’t say that this must be adhered to for the other chargers. It does say “if possible, a charging model must move into base contact with an enemy model within reach that is not already in base contact with another charging model” but that’s not restricted to a straight line/shortest possible distanced like your nearest to nearest.
Now it’s difficult to tell but you’re running him over terrain to engage the model behind the nearest to nearest, if he’s got enough room to get there over the terrain then there’s not much in it from that and shimmying past your first guy moved.
Not saying you guys did it wrong though. Like I say it’s hard to see but I though it worthwhile to make the point that it’s only the first guy that needs to go a direct line then after that you can dodge and weave as much as you like to avoid cover as long you are engaging a model in base to base if you technically can.
Now it also says you do that in “any sequence you desire” so do it in order of ones likely to clip terrain first to see if you can avoid it! So when using the example of it’s the second guy that triggers the terrain test, knowing he’s your liability if you can move him round and get in contact with someone it doesn’t matter if it’s denying someone else a chance to get into base to base with that one. Closest to closest is the only one that goes in a straight line, after that you chose which way you do it and you can move them round obstacles if you have enough movement to do so.
Great video guys =)
New FAQ was posted today. They all have to move the shortest route possible.
Page 22 ¬ Charge Move, Charging Through Difficult Terrain.
Change the first sentence to read “If, when charging, one or more models have to move through difficult terrain in order to reach the enemy by the shortest possible route, the unit must make a Difficult Terrain test (see page 90).”
So let me get this straight: the Catacomb Command Barge is a 6th Ed. loser, but the Flayed Ones are under utilized? Are we reading the same codex? Flayed Ones are actually only 13 points a model and I still wouldn’t field them.
I’ve blown up more vindicators by charging with Flayed ones than I have with any other Necron gun. They’re not to fluff (should cause fear, not be able to be joined by ICs, etc) but they’re not terrible.
Don’t forget that assaulting through any difficult terrain will either require assault grenades or force the assaulting unit to act at initiative step 1, IIRC. Of course that’s only if you can work it so that the first move (nearest to nearest) goes through terrain when taking a straight line.
I agree with yarr. After moving the initial charger the player can choose to move any other model he/she chooses as long as it is trying to get in base contact or within 2″ of a model that is already engaged in base contact and still keep unit coherency.
That being said, in this scenario if the Flayed Ones got say 9″-12″ to charge and their base size permits it, you can assault into the ranks possibly move guys behind the target unit. You can’t trap them since falling back units can move through the unit that won the combat, but you do get some extra movement by assaulting deep into the enemy unit.
But great video though. Simple rule that gets overlooked.
Just been FAQ’d…
“Page 22: Charge Move, Charging Through Difficult Terrain.
Change the first sentence to read “If, when charging, one or
more models have to move through difficult terrain in order to
reach the enemy by the shortest possible route, the unit must
make a Difficult Terrain test (see page 90).”
Read that again… THE UNIT MUST…
Yes the unit must isn’t part of the comment I was making, that was in the original wording of the rules, what has changed from the FAQ though is the movement requirement.
As I mentioned, going on the BRB, the only model with a requirement to go in a straight line was the first so after that you could legally bend models. This faq does change that though and the added wording is “by the shortest possible route” which, in the context of that rule, now means you need to check all models taking them to the nearest enemy in a straight line to see if any cross terrain.
Thanks for highlighting that, clears it up but you’re highlighting the wrong words 😉