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Charge Phase in Warhammer 40K Explained

Let's talk through some basic rules for the Charge Phase of Warhammer 40K

Comments

I've been playing it if you are exactly 9 away you require 9 to get into engagement, given that its defined as "within 1". My Orks would much rather it was 8 but what you gonna do.

Michael Oldroyd

One thing that seems to cause discussions is charge dice roll! If target is 8inches away do I need to roll a 8 or 7. Some members say 7 as needs to be within others 8. This is more relevant when deep striking a unit

Chris Lambert

You didn't mention in multi charging that you can charge one unit and with clever positioning, you might be able to pile in to other units and in 10th you can then also attack that other unit

Alan Percival

Yeah, and I suspect it's going to be a problem point because there's no ambiguity in the wording, but there absolutely can be real reason to "abuse" (assuming, as I believe, it's unintended) it. For sure there's LOTS of reason to use it too in the case of multiple charging units where it's very easy to prevent a second charging unit from basing the enemy. 2d6" of largely free movement can be very powerful. I mean, I can see a unit popping out of a Land Raider and charging, with the Land Raider also declaring a charge but instead of moving into engagement range as the unit blocks BtB,, it moves to fully move block another opposing supporting unit from counter charging on their turn.

Derrick Whittet

this is correct, its very badly worded

Alan Percival

I like these fundamentals videos. I am still relatively new so these are helpful.

The Infamous Bon Bon

I seen on another channel that charging doesn't limit your fight target in 10th like 9th. This would allow you to charge one unit, and pile in to the second (if it is within 3" and you weren't able to base with some models on the charge target). You can't get in engagement range on the charge without targeting them, but during fight/pile in you should be able to. What are your thoughts on this?

Kassady Lairson

Edit: I mean, maybe not; but the wording of the first page is pretty misleading sounding. YMMV, I'm not trying to be That Guy, just wanted to point out a potential problem early. You've got an error in there. The "Making the Charge Roll" section at 4:30ish, To succeed a charge you must do three things - this is incorrect. You must be ABLE to do those three things, but you don't necessarily have to do it. While MAKING a charge move, you must move into base contact if that is possible, but you are NOT required to move into engagement range otherwise. It's a weird edge case, but if you CAN move into engagement range, but CAN NOT move into base contact, the ONLY movement restrictions are specifically that you move UP TO your rolled charge range (not necessarily that you move the full distance) AND that you end your move closer to the charge targets than you began. This creates a weird situation where you can make a charge move where you could end up in melee engagement range but instead use that move to move elsewhere. The odds aren't great so I don't see this as being something to plan around, but it bears noting that that 1" result allows Funny Movement that will certainly be exploited. Pay attention to the language in the sections about determine if a Charge Move CAN be made, and then the language in the subsequent paragraph about HOW to move chargers: "move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so." Note that last bit only applies if you can move into base-to-base contact. Edit 2: This has a real chance of being deliberately utilized in multiple charges against a single enemy unit. First unit charge moves in, and is positioned so that it prevents the second unit from being able to make it to base to base contact, allowing that second unit to move as outlined above not getting into engagement range. Edit 3: You do mention more creative movement at the end, but don't mention that there's no requirement to end in engagement range. That's a pretty important factor.

Derrick Whittet

I never remembered all the little combat things in 9th so these videos are going to be a big help

Chronos


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