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Warhammer 40,000/9th Edition Tactics/Imperial Knights
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===Terryn's Terrifying Turn-One Charge=== Cerastus chassis roll 2d6" advances, House {{W40kKeyword|Terryn}} rolls an additional die for advances & charges drop the lowest (8.4"), the Landstrider WT gives you a +2" to Advance & Charge aura. This gives you an ''average'' threat range of 14" + 10.4" + 10.4" = '''34.8" average melee range'''. Considering the "standard" No Man's Land and Enemy Deployment Zone measure 36" wide, this means you only leave a single inch for the enemy to safely deploy in. Did you also happen to read how you can give your Lancer a 3++ up there? If you don't want to pay FW price, a regular Terryn Landstrider Knight still rushes 28.86", more than enough to cross the 24" No Man's Land. *Alternative and updated for 9th (pre-codex): This got significantly stronger post-Engine War as House {{W40kKeyword|Terryn}} being {{W40kKeyword|Questor Imperialis}} gives it a +1 to all Advance and Charge rolls that do not stack with other sources (so the Landstrider WT is a bit of a waste by only giving +2 even if it is an aura). This DOES free you up to take the Champion of the Household WT to re-roll ALL failed charges which more than makes up for it. This makes your charge range 3d6h2+1” (9.4”) with a re-roll (which ends up giving you a consistent >10” charge range the math gets complicated quickly). With the standard board size reduced and the bonus to advance distance as well, you should have no problem closing to close combat even if you don’t want to field a Cerastus. **If you want to attack ANY part of your opponent’s line in CC, use the Sally Forth Stratagem, especially since Knight lists are not hurting anywhere near as much for CP.
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