Let's Get Ready to RUMBLE!!! Its time to dig into the details of duking it out in Warhammer 40000.
by Darklink
First off, lets catch up by
reading part 1 here. Ok, ready? Let's go!
Slingshotting - part 2
There’s also a trick you can pull with Independent Characters to buy
charge range. If you have an IC in one unit close to the enemy, but your
second unit is pretty far away, swap squads with your IC. Move the IC
back to be just within Coherency of the back squad, and you just bought
yourself an extra ~3” for when you go to charge. Just be careful of
Overwatching Melta.
I'll also note that swapping squads with an IC like this can catch your
opponent off guard, especially if your ICs are big force multipliers
like the GK HQs are. I played a game against an Ork player at the first
Bay Area Open in which I let him advance with his Nob Bikerz on one of
my Strike Squads, while the rest of my stuff lined up against the rest
of his army. At the last second, I jumped my Grand Master with
Rad/Psykotroke Grenades and Coteaz over into the Strike Squad unit, and
assaulted his Bikerz. He didn't expect that, and went from facing an
injured Strike Squad to facing a unit with so many Hammerhands/Force
Weapons/nasty Grenades that I wiped the Bikerz on the charge. I ended up
losing that game overall, but my opponent told me after the game he
didn't see that coming and had convinced himself that he owned that half
of the table. Non-linear thinking for the win. Incidentally, that guy
was an awesome opponent, and that game was one of the closest and most
engaging games of 40k I've ever played.
Enemy Deathstars/Tarpits/Bubblewrap:
Sometimes you want to
assault enemy assault units. Sometimes not. It depends a lot on the
details. 30 Ork Boyz, for example, can bog down a THSS Terminator squad
for several turns thanks to Fearless. The Boyz will probably only kill a
few Terminators, but those Terminators won’t be killing more dangerous
things. If you have a unit that can reasonably tie up an enemy
deathstar, or even just a more moderately threatening enemy unit, go for
it.
Alternatively, you can -not- assault, but instead use your unit as a
blocker. A unit of Acolytes/Gretchin/Kroot/Cultists can literally just
stand in front of an enemy unit and block their movement. This is often
called bubblewrap. The bubblewrap unit will likely die, but it will take
a turn or two to kill, and that’s a turn or two in which your
opponent’s nasty assault unit isn’t doing its job. Net win for you, plus
it buys you an extra turn or so to pour firepower into them.
Multi-charges:
Multi-charges are a tricky prospect, and one we’ll
have to get back to later when we go over the basic set up (to be
explained later). The first thing to keep in mind is that multi-charging
costs you your bonus attack. You will do less damage overall in a
multi-charge. There are reasons to do it, however. For one, you can
sometimes guarantee the charge thanks to a multi-charge. If you’re close
to one unit but 9-10” away from another, you can charge the close unit
and guarantee success, while retaining the possibility of reaching the
far unit if you roll well and position yourself properly.
Here’s where it gets tricky, however. A multi-charge has two types of
targets. You have your Primary target, and Secondary targets. If you
shot, the unit you shot must be your Primary. If you fail to reach the
Primary target, the entire assault fails. Your first model must always
go to the Primary target.
In addition, you may only engage the Secondary targets if your models
cannot reach the Primary. If you get too close to the Primary target
with all of your models, you’ll have wasted the multi-charge because
you’ll be forced to put everyone into the Primary target. To top it off,
you still suffer from Disordered Charge even if you don’t actually
reach any of your Secondary targets.
This is something I see people play incorrectly all the time. And, I
admit, I’ve played it wrong myself, handwaving the requirement to place
priority on reaching the Primary target. How to get around this is a
subject that will be covered a little later, as it also relates to other
important topics.
Overwatch:
When you declare an assault, your opponent gets
Overwatch once per unengaged unit that is the target of an assault. If
your opponent has some nasty shooting, you might want to try to force
them to waste it by first charging with a sacrificial unit. Get to know
the Overwatch rules, and understand your opponent’s shooting abilities
well, and remember that psychic powers can’t be used for Overwatch
normally.
Note that Independent Characters, and other Characters to a lesser
extent, are good against Overwatch in some cases. Look Out Sir means
that your IC is likely to live, so your opponent’s Overwatch will not
deny you the charge. Get your Character out front, so long as that
Overwatch isn’t too deadly.
If You Do Assault...
Now that we’ve covered when to assault, here’s the most fundamental
thing about assaulting: don’t fail the charge. Especially with Random
Charge Length now, you need to do everything you can to guarantee a
successful charge. This is a two step process:
1. Get as close as physically possible. If you’re within
2”, even snake eyes while moving through terrain won’t matter. While out
in the open, a 7” charge has a ~58% chance of success. Those aren't
great odds. Charging through terrain is a little more complicated, but
that kind-of reliable 7” becomes more like 4”. Assuming ‘no big deal,
the average is 7 inches so I’m safe’ is lazy thinking. Protect yourself
from that crappy over-randomness (I dislike Random Charge Length, for
this reason and for reasons that I will mention later. RCL goes to great
length to remove any and all tactical considerations you can put into
assaulting, which makes for less than ideal gameplay).
2. Avoid Terrain. As I mentioned, when going through terrain even
4” is a long ways. So just avoid it. We’ll go over this later with the
basic set up, where we’ll also cover how to move into multi-charges and a
few other tricks we can pull. So, basically, you don’t want to have to
enter terrain at all. This is particularly important for units that lack
grenades.
~Next time, dealing with complications such as Pile-Ins and Challenges. Have at it everybody.