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Warhammer 40,000/8th Edition Tactics
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===Assault (Charging and Fighting 101)=== *Note that you can charge any number of units, even units you cannot possibly get to with your charge move, as long as they are within 12" they are fair game as far as charge targets go. *A charge roll is usually 2d6, which gives you an average roll of 7, a 1/36 chance of rolling 12+, 3/36 chance of rolling 11+, 6/36 chance of rolling 10+, 10/36 chance of rolling 9+, 15/36 chance of rolling 8+, 21/36 chance of rolling 7+, 26/36 chance of rolling 6+, 30/36 chance of rolling 5+, 33/36 chance of rolling 4+, 35/36 chance of rolling 3+ and 36/36 chance of rolling 2+. *When you charge all models except the first can be moved in any direction, including backwards, towards an objective, on top of a building or towards an enemy unit you did not charge, the only rule is that the unit has to end the charge move in coherency and more than 1" away from units you did not charge, only the first model must actually engage an enemy unit that the unit declared a charge against. This is effectively free movement you can use for anything, even if you are a shooting unit, this can let you get to where you need to be, just charge a unit with little threat in terms of Overwatch and Melee and you get 2d6" of free Movement. You get an additional 3" of free movement before a unit fights and after it fights, the key different here is that you can end these moves within 1" of a unit you did not charge, use this to your advantage, but those units will fight back, so take care to stay 1" away from melee units. *Take care to stay more than 3" away from enemy characters if you don't want to engage them, otherwise they will be able to heroically intervene and move up to 3" and engage you in combat, even if you did not charge them. Many Imperial Knights are characters, meaning they can heroically intervene as well. Some units can heroically intervene 6", Space Wolves and certain Imperial Knights for example. Adeptus Custodes can charge you in your charge phase as well with their jetbikes, so watch out for these things! *Players go back and forth each picking one unit at a time to fight with, but the very first charging unit always gets to go very first, nothing your opponent can do about that, so pick your first unit to fight carefully, after this your opponent can use a Stratagem to immediately fight with one of their units, after they do or if they don't the player whose turn it is can pick one unit to fight with one at a time until all their charging units have fought, then they can pick one unit they control that has not charged and fight with that, now the other player can choose a unit to fight and this goes back and forth until all units have fought. If a unit is within 1" of an enemy unit at the end of the fight phase it can fight if it has not already done so, so if your opponent uses a Stratagem to fight again and engage your units that have not yet fought, they now get to fight. If a unit is more than 1" away from enemy units and it did not charge it will not be able to attack, take care not to allow your opponent to remove the models with one unit which another one of your units would have liked to fight against. Generally pick the unit with the fewest models within 1" and fight with that first, your opponent will have a harder time removing the models that are within 1" of your 20 Genestealers than your Hive Tyrant. ====Advanced Notes==== *Sometimes a shooting unit can be as valuable in melee as a dedicated melee unit, most units cannot fall back and shoot. Simply engaging an enemy shooting unit with your transport or shooting unit can hold it up for a turn. *As a general rule of thumb, you want to break or destroy your enemy in your opponent's assault phase. That way, your opponent does not have a shooting phase before your assault teams move towards their next target. *Generally speaking, Overwatch is more of an annoyance than a true threat, though certain rules, bonuses, etc. (Tau Supporting Fire/Counterfire Defensive Systems, flamers, etc) can take their toll, especially if you're relying on glass cannon units (Harlequins, notably). Some special "Negate Overwatch" powers exist, but there are other ways to mitigate the effects of Overwatch. Unlike 7th, there is no limit to what can fire overwatch or how many shots. Wyverns, for example, fire their regular 4D6 shots. Granted, they hit on 6s, but this can still hurt. During Overwatch, any ability that lets you re-roll all misses is ''much'' more effective. **Overwatch takes place before you move your charging unit, and is still subject to normal rules for Line of Sight, cover, etc. Moving a Rhino or other vehicle flat-out to block off models from shooting your chargers is always a valid trick. **If blocking Line of Sight is not an option, then aim to eat the overwatch. One way to do this is to have a "tanky" unit lead the vanguard. For example, when charging a unit armed with multiple flamers, have a fast monster/walker lead the charge. Heck, throw a Rhino at your enemies before charging with those Assault Terminators. ** An easy way to ignore Overwatch is to charge a model with '''FLY''' from behind LOS-blocking terrain (aka the 1st floor of a ruin if you're using ITC rules) because the model ignores moving through terrain. You do not need LOS to declare a charge, but your opponent always needs LOS to use Overwatch. *Remember that pile-ins use the same overall rules for charging, and thus any unit must ultimately maintain coherency. When attacking a large spread-out unit, you can negate a lot of its strength by attacking on opposing flanks. *The ability to quit close combats is a very powerful ability, especially if you have Fly. As long as their initial charge doesn't hit too hard, you can kite them all day with Fly. *In multiple or extended combats, casualty removals via pile-in are very tactical. By careful removal of casualties you can force enemies to pile-in in the direction YOU want them to. *You can charge multiple units with a single model; the model just needs to be able to get within 1" of one of the declared units, not all of them, though obviously if they're not within 1" of all the units then the others can still overwatch again later in the phase as they don't have a model within 1" yet. This makes models with a good defense and a big base good for soaking as many overwatching units as possible before sending in your other squads. Transports are perfect for this.
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