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Post by glutebite on Apr 22, 2016 13:52:57 GMT -5
Is there a documented rule regarding not being able to charge on 1st turn?
I know you cant with Deep Strike or Shunt moves.
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Post by nutty on Apr 22, 2016 14:08:17 GMT -5
It isn't documented, just close to impossible due to limitations under a number of rules.
When playing GW missions you will always deploy a minimum of 24" from the enemy, and there is no way to cross that distance on the first player turn.
The rules that allow you to get closer (infiltrate, deepstrike, shunt, outflank, flat out, etc.) dissallow you to charge after using them. Either because the rule states you can't, or because it falls under a different rule (reserves, vehicle rules, etc.)
You can however charge enemy scouts/infiltrators if they are in range of your guys on the first turn.
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Post by treadiculous on Apr 22, 2016 16:59:09 GMT -5
Agreed - I believe there are occasional special rules in formations and the like which enable units to do so but they pay premium points for the ability.
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Post by cheminhaler on Apr 25, 2016 16:34:45 GMT -5
The Shadowstrike Killteam can do it, but only in a Raven Guard 'Talon Strike Force'.
The Talon formation has 'Know When to Strike', allowing for Turn 1 reserves, then Vanguard squads have the 'On Time..' and '..On Target' rules allowing them to auto pass/ fail reserves (no roll even) and then not to scatter either if they're within 9" of any 2 out of 4 scout squads, which are also part of the formation.
You're not really paying extra points for the ability but the cost is the 'tax' of having to take the 2-4 scout squads to act as a beacon for deep strikers
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Post by nutty on Apr 26, 2016 1:58:10 GMT -5
The Shadowstrike Killteam can do it, but only in a Raven Guard 'Talon Strike Force'. The Talon formation has 'Know When to Strike', allowing for Turn 1 reserves, then Vanguard squads have the 'On Time..' and '..On Target' rules allowing them to auto pass/ fail reserves (no roll even) and then not to scatter either if they're within 9" of any 2 out of 4 scout squads, which are also part of the formation. You're not really paying extra points for the ability but the cost is the 'tax' of having to take the 2-4 scout squads to act as a beacon for deep strikers Do they get to charge the same turn they arrive though? I thought that only that one space marine formation got to do so (the one with 2x assault marines, and 2x devastators in pods). Which if used under those Raven Guard rules.. would actually allow for a first turn charge. A first turn charge is pretty rare though.. althoug formations might change that.
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Post by cheminhaler on Apr 26, 2016 7:28:12 GMT -5
Yes; the Shadowstrike vanguard can charge 1st turn, it says so under 'On Time'.
The Skyhammer formation for Talon is different; I need to get the new supplement, so I'm not sure if Talon can take SH anninhalation until I get it.
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Post by gamma016 on Apr 29, 2016 7:12:26 GMT -5
I have made some first turn charges with my space wolves, but only because of the deathpack formation that lets my Thunderwolves run and charge.
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Post by Rolling Thunder on May 13, 2016 10:18:56 GMT -5
I remember pulling off first turn charges in 5th, with the miracle of Valkyrie scouting.
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