9th Annual Club Championships! February 22/23 2020!
Feb 18, 2020 18:38:58 GMT -5
LizardTau and cmcd like this
Post by Jack Shrapnel on Feb 18, 2020 18:38:58 GMT -5
Nick Navananti gives us a nice little reminder for Club Champs (yes I shamelessly copied this directly from him)
Charge for distance not damage:
This is definitely something more top players will do, but the average gamer doesn’t. How do you charge for distance and not damage you might ask?
Well the first thing you need to do is realize that when a unit charges something successfully it is eligible to activate in the following fight phase regardless of whether there is an enemy unit within 1′′ of it.
To paraphrase the rulebook- “A unit may be selected to fight in the fight phase if there is an enemy unit within 1” of it OR IF THEY MADE A SUCCESSFUL CHARGE IN THE PREVIOUS CHARGE PHASE!!!
So how can you apply this?
Imagine a large unit of grotesques and 2-3 small wrack units all within charge distance of an enemy unit of scouts that infiltrated close by into the middle of the table. The rest of the enemy army is a whole of bunch Space Marines way
back in their deployment zone. You can charge your grotesques and all the wracks into the scouts. You’ll want to activate the grotesques first since they’ll completely decimate the scout unit.
After they’re done attacking they will get a 3′′ consolidate move towards the nearest enemy model, which will be in the general direction of forward in this case. So each grotesque can move 3′′ closer even though no enemy is nearby.
But wait there’s more! Each wrack unit that charged in earlier can still activate. When a unit is chosen to activate in the fight phase it may make a 3′′ pile in towards the nearest enemy model, make its attacks, and the consolidate an
additional 3′′ towards the nearest enemy model. In this case since the nearest enemy model(s) are in the general direction of across the table, each wrack unit will get a 6′′ movement closer (3′′ pile in + 3′′ consolidate).
All of a sudden that scout squad your opponent thought was a speed bump turned into a highway straight towards him!
If you thought that was cool, think of how you could implement this with some of the more unique assault units in the game like Khorne Berzerkers who naturally fight twice, and can fight up to three times, or Hormiguants who pile
in and consolidate 6′′!
Charge for distance not damage:
This is definitely something more top players will do, but the average gamer doesn’t. How do you charge for distance and not damage you might ask?
Well the first thing you need to do is realize that when a unit charges something successfully it is eligible to activate in the following fight phase regardless of whether there is an enemy unit within 1′′ of it.
To paraphrase the rulebook- “A unit may be selected to fight in the fight phase if there is an enemy unit within 1” of it OR IF THEY MADE A SUCCESSFUL CHARGE IN THE PREVIOUS CHARGE PHASE!!!
So how can you apply this?
Imagine a large unit of grotesques and 2-3 small wrack units all within charge distance of an enemy unit of scouts that infiltrated close by into the middle of the table. The rest of the enemy army is a whole of bunch Space Marines way
back in their deployment zone. You can charge your grotesques and all the wracks into the scouts. You’ll want to activate the grotesques first since they’ll completely decimate the scout unit.
After they’re done attacking they will get a 3′′ consolidate move towards the nearest enemy model, which will be in the general direction of forward in this case. So each grotesque can move 3′′ closer even though no enemy is nearby.
But wait there’s more! Each wrack unit that charged in earlier can still activate. When a unit is chosen to activate in the fight phase it may make a 3′′ pile in towards the nearest enemy model, make its attacks, and the consolidate an
additional 3′′ towards the nearest enemy model. In this case since the nearest enemy model(s) are in the general direction of across the table, each wrack unit will get a 6′′ movement closer (3′′ pile in + 3′′ consolidate).
All of a sudden that scout squad your opponent thought was a speed bump turned into a highway straight towards him!
If you thought that was cool, think of how you could implement this with some of the more unique assault units in the game like Khorne Berzerkers who naturally fight twice, and can fight up to three times, or Hormiguants who pile
in and consolidate 6′′!