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40K Distance And Timing

5 Minute Read
Feb 25 2011
Warhammer 40K
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One of the easiest things to understand but the hardest to manipulate in 40K is the concept of distance. Distance is one of the fundamental skills that leads to winning the game.

So what is distance? Each phase of the game works on principals of distance – moving, shooting, and assaulting. Distance is how you can effective use these ranges in the game. Examples that we all quickly master: infantry can move 6”, jump packs and bikes 12”, etc. In the shooting phase we have rapid weapons with a range of 12”-24”, heavy weapons like las cannons and missile launchers with a range of 48”, and in the assault phase we have the usual 6” assault with defenders reacting 6”.

Distance is always on the mind of both players – if I move here will I be in range next turn to get hit with those missiles? If I don’t stop that land raider this turn, next turn it will be disembarking those assault marines, etc. Most of the game, maybe 90% of it falls under the same “game physics” of distance. Then there are the units that break the timing of distance. These are the units found across the game in each codex. Imperial and xeno alike that stand out from the norm and are the first step in setting the distance and breaking the timing. Examples from my own armies and lists to get you thinking…

Tyranid Raveners. On the table all the bugs look the same – a sea of them moving and running forward, and often hiding in my brood are a couple of Raveners. Hardly scary, it’s not like they can throw out dozens of attacks like Genestealers or fire self guided harpoon missiles like Hive Guard, but they are often my best kept secret weapon. Why? Because they are beasts and as such they have a 12” assault range. Visually on the table you look safe, especially if they are mixed in with some other buggies, but then they leap out and strike. They mess with the timing of the game a turn sooner than most players realize forcing them to deal with that part of my army allowing the rest of the brood to then close.

Chaos Daemons, the CSM flavor. With one or two medium sized squads, and icons on my Plague Marines, they can come down virtually anywhere on the table (think of an overlapping icon web network thingy), land 6” away and then assault. Perfect for when the Plague Marines get out of a rhino- rapid fire into a unit, charge the daemons to lock said unit in the assault, and then charge next turn with the Plague Marines/Hidden Power Fist to finish things off. Deepstriking units that come down on teleport like homers are in many armies, but the ability to deepstrike and assault after messes with the timing of the game.

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While infiltrating and fleeting thunder hammer and storm shield terminators lead by Shadow Captain Shrike are nice I prefer to have mine in a land raider with the extended assault range. When that land raider moves out everybody is calculating the impact range, and how they are going to stop it, which is messed with when you can move the land raider, get out 2”, run, and then assault. Especially handy when your raider gets vaped just as it is about to crash the front lines and your opponent breathes a sigh of relief thinking they are safe for another turn.

Even older books have a few tricks left when manipulating distance like a Necron Lord with veil of darkness. VOD isn’t just for bouncing around with a group of immortals. Use it to contest objectives with a daring deepstrike, use it to open up and attack a flank and when your opponent reacts VOD back out, etc. Eldar tanks with star engines, tank shocking a unit and when they run, especially in the case of marines and can regroup outside of 6”, star engine closer so they have to keep running.

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A final example, and my favorite, is Deathleaper from the Tyranid codex. His ability to pop back in and out alone is worth the 140 points. Often capture and control missions are all about him. The entire swarm is about pulling out my opponent from their objective so deathleaper can pop in turn five next to it to contest and then go to ground.

In a 1750 point game, and with so many choices in most codexes, you can dig up some units that manipulate distance and timing that will fit in with the rest of your army. The next step is to blend it with your army so it isn’t obvious what is going on. You need to be crafty with it, so even veteran players that know all the rules will “forget” it during the course of the game. Hide it in with other units, wait to mid game when there is less on the table to stop it, etc. are all examples.

So, what units manipulate distance and timing in your army? What units can you put in that “break” the rules and can throw off your opponent?

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Author: Fred Hansen
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