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Warhammer 40,000 9th Edition
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====Charge and Fight Phase==== *Close combat is getting a lot of benefits, addressing the shooting dominance in 8e's (and 7e's, and 6e's, and 5e's...) metagame. **Overwatch has now become one of the 7 core Stratagems. This means that it can only be used once per turn, costs 1 CP to trigger, and it only works on unmodified 6s. Gone is the absolute dominance of Overwatch-dependent armies like Dark Angels, as they absolutely will take casualties while knocking out one charging enemy (unless they get something to give them an alternative way to Overwatch, see below). *** There will however be other ways of accessing Overwatch. For example, there's a Battle Honour in Crusade that gives re-rolls on Morale and a free Overwatch on an unmodified 5 or 6, etc. T'au in 9th will be able to select wargear that allow their battlesuits to have free overwatch (0CP) and hit on unmodified 5+, 8th ed Ta'u with their free overwatch spam is gone and so is for the greater good (for the better). **They're fixing little things like, a Hive Tyrant being unable to attack a model in CC because they're 2 steps up in a ruin while the HT is on the ground floor. **A second Stratagem, "Desperate Breakout", allows you to easily break out of combat with 2 CP. This allows a unit to roll 1d6 for each model in it - every 1 is a casualty. After seeing who makes it out, it then allows the unit to fall back. However, any models that still remain within engagement range of the enemy will count as more casualties. *Combat works a lot differently now, with a bit more nuance on fighting initiative. **When charging, you can designate as many charge targets as you want. Unlike 8E, however, you '''MUST''' end within range of '''ALL''' the targets you declared against. If you cannot end your charge within an inch of all the designated targets, the charge fails. This means that you can't just designate both the Guardsmen 3" away from you, and the Leman Russ 7" further on the off-chance you roll well, it's either you touch them all, or you don't, which means you need to think about your charges a bit more. **Units that charged on that turn "can only target enemy units that their unit declared a charge against, or that performed a Heroic Intervention this turn." SM and Tyranid players from 8E will remember that if they managed to wipe an enemy unit in the first round of fighting, they can consolidate to a close enemy unit, then pop a "fight-again" stratagem (that happened at the end-of-the-phase) to let them do another round of attacks to the new unit. Not anymore. Those stratagems haven't just been removed, but the rules explicitly mention that ''charging'' units can only attack what they've charged that turn. **Fighting happens in a specific order, beginning with the charging units (and thus, the player whose turn it is). Unless the charged player interrupts, or they use an ability to ''force'' a unit to fight last, the units that successfully charged fight first. ***When selecting a model to fight, before attacks are made, you can move your models 3" inches closer (the pile-in move). Afterwards, all models that are within engagement range of an enemy, or within 1/2" of a model within 1/2" (effectively base-to-base of someone also in base-to-base), can make their attacks. ***TYRANIDS and their SWARMING MASSES skirt this rule with their own rule. ***Charging units can only attack units they declared a charge against, or units that Heroically Intervened into them. Since Heroically Intervening units attack ''after'' charges, you can dump all your attacks on them and preven them from attacking you back later. **After all Charging units have made their attack, you move to the general Fight phase. Players alternate activations, starting with the player whose turn it ''isn't.'' ***This leads to some subtle changes. First, it means that you ''should'' be charging when you can. Charging in your turn means you get attack priority, and when it's your opponents turn, unless they charged you back, your units still get the chance to attack first. ***Heroically Intervened units don't get priority like chargers, but the player whose turn it isn't gets to pick them first if they want. ***Rules that let you "Fight First," means your units Fight First in this section. If you both have those rules, alternate activation. If your units have been hit by a "Fight Last" effect, you can only activate them AFTER all other units have attacked, and alternating if both players used that effect on each other.
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