Full How to Play 40K Playlist here - tinyurl.com/2r8v8huv Previous Part 5: Weapon Keywords here - ruclips.net/video/oifHfXuyH70/видео.html&ab_channel=AuspexTactics
Another big tip to keep in mind is that since you're OBLIGATED to end in base contact with enemy models if possible, you can still cheese this by choosing which models move first and position them so that they're *just* close enough together to block out other models in your unit from getting into base contact. That way you can get the most out of your pile-in by wrapping your opponent more efficiently.
Well as someone that’s also getting back in, I gotta say, that getting back into 40k(as a person just getting back in) is really feeling like I’m getting back in, and these videos are great for someone, like me, who is getting back in. 👍🏻
Im still in the painting and collecting stage for my army, and ive never played the game before. Rules explanations r so helpful in manageable videos when you have limited time. Thank you sir!
I have been waiting for this video! The whole series is amazing! I am just getting into 40k and your videos have made learning the game soooo easy! Soon I'll be able to play
I think it's just stupid that if you fail the charge your unit doesn't move. A failed charge needs to be a big deal, you are probably left in a vulnerable position if you fail the charge since you will probably be out in the open.
With charges and terrain: Do you measure the distance down as well as up when charging over terrain? Say if the enemy unit is on the other side of a wall?
The engagement range photo (3:32) with the ork on a box, even if the charge is good bc your unit is in engagement range would the SM model be able to fight? it is not base to base. Secondly, if a unit were to roll a charge of 10in to climb can it attack? 2 scenarios there is room next to the ork vs there is no room for the model to fit next to the ork
There is some wrong info here. Auspex, reread the rules for what counts as successful charge. For one, it references charge ROLL needs, not charge move, as being sufficient to make the move, not the move itself. Second, no, one model does not need to finish within engagement of all units selected. The unit has to finish within all selected. It doesn't have to be the same model. For charge MOVE to be possible, charge ROLL has to be sufficient to move within engagement. Unit 10 inches away, you roll 10. Roll is sufficient to move into engagement range. You now can make the move but if you have to go around models and terrain and cannot reach, you still qualify for making the move as it was determined by the roll.
Units that charge gain the fights first ability, its treated the same. You go by whoevers turn it isnt and alternate till all fight first abilities are done, then move into stage 2 wich is everyone else eligible to fight.
The defending player gets to take the first swing in the fight phase, if they have any units with "Fights First". "Fights First" is much rarer in 10th edition but this change makes it much more powerful.
Yeah, basically a charge gives your unit "Fights First", and it doesn't stack to a Super Fights First if they already have it inherently. This means if you use a Fights First unit to charge another Fights First unit, let's say The Lion, then The Lion gets to attack your unit first. Equally, if he charges your unit on his turn, you get to attack The Lion first with your unit.
Ok, so what I understand about the movement and charge phase is: the M on the character is free, a advanced charge is the M of the unit and a d6 roll added to it. A charge distance are 2D6 roll results and i can use it fully or limit it if it's too much. Do I have that Correct?
Tactical Tortoise did a video regarding this too and I was curious about one of the things he brought up regarding successful charges. Example being you come out of DS (9.1" away) and roll a 9, what's stopping you from finishing your charge 7.9" away from your target (you can't physically get base to base and nothing in the charge mechanics claims you must finish within engagement range, just that your roll must be able to get there and you must move closer, which is different than how 9th was worded)?
Dumb question, but can you shoot, then charge? I just started playing and am unsure of some rules. Also, can you shoot point-blank? Like, let's say the enemy charged you, are you allowed to shoot, or do you have to use your melee weapon?
You can shoot and charge in the same turn! As for whether you can shoot point blank, for Infantry and Mounted units the weapon you’re shooting with needs the Pistol keyword for shooting point blank. Monster and Vehicle units are able to shoot in melee without the Pistol keyword, they just take a -1 for rolls to hit. Hope this helps!
I wanted to ask the same thing. We had this come up in our game yesterday and I was unable to find a clear answer in the rules. Would appreciate some help. Really loving your vids Auspex!
Hi @auspextactics, I love your analyses on 40k which always give me new points of view. However is it possible to have your descriptions written down so I can easily translate it? My English is really limited and I spend a lot of time translating it, sometimes missing certain ideas.
So to make a successful charge, you don't have to get directly into touch with the base of the models, but anything within 1 inch (Engagement range), meaning if you're 0.9 inches away from enemy model base with one of your models, it would count as a successful charge ?
Correct. Just getting one model within 0,9" is enough to be a successful charge. Just remember that if you CAN move all the way into base to base contact, you MUST.
I'm hoping this comes up in the fight phase video but ok, so. Was playing a games today (nids vs khorne daemons) and had OOE and 2 fexes against some bloodcrushers. So the carnifexes wiped the crushers and consolidated into some nearby flesh hounds before OOE could swing. So, would a character attached to a unit who hasn't fought be able to swing after a consolidation into another unit? I've got a couple local OTs arguing this, but I figured I'd throw it out there before GW gives it the FAQ it desperately needs.
OOE is part of the unit and all models have to declare a target before you start resolving attacks. Being a character doesnt make him less a part of the unit than 2 leftover assault marines would be.
So, after a deep strike, is an 8" or a 9" the marker for success? By definition deep striking units are 9" away, but engagement range is 1", so is 8 enough? Or are the units outside 9" and must end inside 1", so 8 is exactly shy of combat?
■ Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. from the core rules pg 39, the key part is that you have be at least more than 9 away. This could be 9 & 1/10 '' so if you roll an 8 you would still be an inch and 1/10'' away, hence why 9 is the marker for success
Well im glad to see that overwatch isn't used every charge, though I am a little bummed about it being able to be used before or after a charge. Looks like I have to rethink charging a Stormsurge lol
So, if two units are sort of side by side, strung out in opposite directions.... all that’s necessary is that one model from the charging unit get into engagement with one model of the target of the charge? Maybe this will be covered in the next phase, along with pile in?
Ok but clarification question. Can you charge THRU your own friendly models? You can move thru them in the movement phase but the charge phase has no clarification on that. Also when it says you must base if possible doesnt that mean you could in theory swing around behind the target onto an objective as long as you based them and had the movement to do so?
Yes to charging through. At least, that’s how I’ve seen and played it. Although, I don’t think that you can charge through an enemy unit. You end when your unit meets the enemy.
Yes, any unit you can move through in the movement phase you can also move through in the charge phase. This also means that flying units can choose to charge through enemy units they aren't charging to get to their charge target.
What if the unit I want to charge is within a ruin? Let's say some of the target unit's model bases are close to the wall, so that the bases of some of my models do not fit between the target's bases and the walls?
If you can make the charge, you've ended in engagement range as required, which means you can fight with models that are within an inch. However if you aren't able to get any models in base to base contact with a pile in move it means that only the models physically in engagement range can fight. Other models of yours that touch bases of models in their unit can only fight if the closer models are in base contact with the enemy. So be careful with ruins and an opponent who positions to try and keep you out. Sometimes it's better to go around the ruin unless you're confident you only need a few models fighting to get the job done.
Weird I was just looking up the rules to this, cause I think I screwed up my charge last time I played. I think I forgot to pile in or was trying to pile into another unit.
The only thing I'm confused on is if you have to charge in a straight line in 10th. Can I get like a 12 inch charge roll and use my extra movement to charge around a piece of terrain to reach a unit?
I never understood the logic that units don't move if they fail a charge. Do they just eyeball it and decide they don't feel like it and it's not worth the effort? It feels like such an odd abstraction. I'm sure there are plenty of other oddities like this in the game - this one just amuses me!
You need a bit of abstraction. If you could charge anything regardless of distance it'd give melee units a massive speed boost. Though I agree. I also think its weird you can't shoot into combat because its "too risky" i don't think 40k has a faction that wouldn't shoot its own guys to win.
Probably one for the fight phase but it is right that in 10th, if a unit that hasn't fought yet consolidates into another unit, it can fight this turn?
You'd be piling in, not consolidating. Units that charged, but are no longer in engagement range, can pile in if it brings them into engagement range and then fight. Units that didn't charge need to have at least one model in engagement range or they can't do anything.
Does Heroic Intervention give "Fight first" ablility (because intervening unit is also charging)? If so, I assume that the player whose turn is goes second in combat (because both units get fight first ability)?
You have to alternate fighting, starting with the player it isn't the turn. For the two steps of the combat phase. So if you charge an enemy unit that has Fight first, she will fight before yours. Of course, it's still in alternate, so even if you charged with multiple units and all the enemy units had fight first, the opponent would attack with one, and then you would attack with another one, etc. And then, going into the second part of the fight phase, so units without fight first, it's the opponent again which resolve an attack first.
If they are more than 13, no that would be impossible since you cant end within 1 inch If they are 12.9 inches away then yes because if you roll a 12 one of your models will get within 1 inch
A tip when going against Fight First, charge an adjacent unit without FF, then, at your activation, pile in on the FF unit that you actually wanted to engage. They will activate next but you still can attack them first because your activation is still going
So to clarify something I've seen bandied about..... as per our example of a 7.5 inch charge. If we roll a 6 it fails, if we roll an 8 or more we must end in base to base, if we roll exactly a 7 we have rolled a successful charge but cant end base to base... RAW can we them move up, end 1.1 inches away from our opponent so they cant interrupt or fight first as they arnt in engagement rage and as we made a successful charge we can activate, pile in and fight..... ? Though this sounds like an unlikely tactic to play for, bear in mind I'm a sisters player and mirical dice are a thing.
Pretty sure that if you can end in engagement range but not base contact then you must take the full movement of the charge. If people try to edge case it and screw over their opponents then GW will FAQ it to stop unintended consequences.
@@reganhay7887 unfortunately it doesn't say anywhere in RAW that you must make your full movement. It says if you can end B2B then you must while still fulfilling the list of criteria ( unit coherency, reaching all declared targets ect). But if you can make engagement range but not base to base there are no stipulations on how much movement you must to take. Yes it's an edge case, but so were plenty of the things that happened in the 8th ed charge/fight fase, so we'll see what GW does
@@Unit-kp8wm at no point am i "pretending to not understand" quite the opposite, i've demonstrated a very clear understanding of RAW. GW screws them selfs over by writing rules in an overly verbose manner that leaves room for misunderstanding and potentially unintended interpretations.
Pretty sure words as written say that a flyer flying over a building to the other side (ie, traveling horizontally through the entire building), they would have to measure the total horizontal distance as well as the vertical distance twice. You only count diagonal when landing on top of the building. I hope its not intended as it is dumb, but that is the way its supposed to be played I believe.
If you go by the exact wording of "starts or ends on top of a terrain piece" that sounds right. Though it does not make much sense. Plus if you moved from one terrain piece to another across a gap you would not have to measure down and then up again which is inconsistent.
from the core rules verbatim: "Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. "
The new charging rules slow the game down to a slowpoke pace and are fucking stupid. Pardon my french. Because you can still go where you want, its just more complicated because you have to move block your own models by moving the models furthest away first
I think the fight first mechanic is good, if you use it sparingly - which I prefer to the proliferation in 9th. I like very few Fight first units, and for them I find appropriate they could do so even if charged, it adds to the badassery.
Does anyone know if GW will eve make a how to play Warhammer 40k? With AoS 3.0 they only did a video saying they wanted to create a tutorial but never made a part 2. Right now there is no just simple video to learn the rules, 80% is more battle report + people making allot of pew pew noises. I understand that it gives examples. Maybe they can give workshops in their GW stores
I think some one is stealing your formula I hope it’s done on good faith but the RUclipsr is called: Simply Warhammer and he’s stealing your processes.
@@DibbzTheLoner It'd be like rolling 2d6 regardless of the units BS and if you don't roll a 9+, you don't get to shoot at all. 2-12" is too much swing and has been for several editions. It's how wide the range is, not the fact that it's random. It doesn't help that you either make the charge and absolutely wreck anything in front of you - or don't, and eat overwatch, an entire round of enemy shooting, THEN a charge they will probably make and they get to hit first. It's not cinematic or interesting and the game deserves better. Just my opinion.
Gee, Auspex Tactics, you play a complex game that requires numerous mathematical, logical, sequential, and methodical problem solving for a GAME? What are you, some kind of NERD????????!!!! I know I'm a Nerd. XD
In all seriousness, thank you very much for these tutorial videos. I find them extremely helpful and informative for transitioning from 9th to 10th rules.
The need to get into base contact is a big change depending on who is playing. For a long time I've seen power gamers 'hover' their units within an inch so that they can pile in and bubble wrap or engage nearby units by technically ending closer to the target by 1/1000 of an inch. I'm certain this is made to combat that nonsense.
I'm fairly sure it's still possible, just in a limited number of cases. That being if your roll enough to get into engagement range but not enough to base to base.
@@EmperorSigismund Except basically all of that is still possible, GW just made the rules worse and didn't actually eliminate any of the skill-expression they might have wanted to curtail
If the rules say you need to move to closest enemy and connect to bad when charging how are people interpreting being able to still swing around so dramatically when you're supposed to move closer to the declared target? Seems players are really trying to pick apart things with custom decipher techniques and word smithing. It says move to closest eligible enemy target not move around to our move towards. The game rules also say move in inches not centimeters so we need to really tighten up and stop with the custom explanations lol you don't move quarter of a centimeter towards and keep swinging you are clearly told by rules to charge and like inn directly to closest enemy model... Starts to get silly when people break out the "rule as written" and "intended use" nonsense that leaves a very toxic taste for newcomers
@@donniem7979 You have to end closer to the enemy UNIT not model. So you don't have too specifically go towards the closest enemy model to yours. If I am 5" away, and roll a 10" charge, I can use that full 10" movement too wrap around the enemy as long as all my models end base to base where possible with 10" of movement. But at the same time, you can place your models in such a way that you block out some of your models from being able to end base too base(because you can end movement's with your own bases overlapping each-others), in turn allowing some of your model's to still get the 3" pile-in move as well to get even more movement. It can be very "gamey" but since they changed the rules for pile-in's and consolidations from 9th, to how they work now melee focused armies have to try and use any bit of movement they can ( I play World Eaters) hahaha
Full How to Play 40K Playlist here - tinyurl.com/2r8v8huv
Previous Part 5: Weapon Keywords here - ruclips.net/video/oifHfXuyH70/видео.html&ab_channel=AuspexTactics
Another big tip to keep in mind is that since you're OBLIGATED to end in base contact with enemy models if possible, you can still cheese this by choosing which models move first and position them so that they're *just* close enough together to block out other models in your unit from getting into base contact. That way you can get the most out of your pile-in by wrapping your opponent more efficiently.
I'm more of a camembert type
Double Gloucester?
No.
Camembert, perhaps?
It's ah... it's a bit runny.
God I hate 10th ed charging. You have to self-sabotage to play
Can you still fight in 2 ranks(bases touching). Fuck that sounds wrong😅😅
What a senseless waste of human life.
Just want to say, as someone getting back in, I really appreciate these types of videos. Thank you.
Well as someone that’s also getting back in, I gotta say, that getting back into 40k(as a person just getting back in) is really feeling like I’m getting back in, and these videos are great for someone, like me, who is getting back in. 👍🏻
Im still in the painting and collecting stage for my army, and ive never played the game before. Rules explanations r so helpful in manageable videos when you have limited time. Thank you sir!
I don’t think I’ll play a game for an edition or two but I still follow the rules updates lol
Me too! Have 1270 points of Nids, and hope to play in December with a fully painted army.
I have been waiting for this video! The whole series is amazing! I am just getting into 40k and your videos have made learning the game soooo easy! Soon I'll be able to play
I think it's just stupid that if you fail the charge your unit doesn't move. A failed charge needs to be a big deal, you are probably left in a vulnerable position if you fail the charge since you will probably be out in the open.
Except you're playing Orks in a Waagh round. Then you Leroy Jenkins from half the battlefield into melee 😂
awesome vid !!! cant wait for the fight phase, been the most confusing phase for me
“Because they have a death wish” got me 😂
The fact you have to make a 15 min video to explain two paragraphs is peak Games Workshop.
Lead the charge!
A raider has entered the battle field!
Can't wait for the fight phase!
Sounds like you are a world eater.
With charges and terrain: Do you measure the distance down as well as up when charging over terrain? Say if the enemy unit is on the other side of a wall?
so if a model is 7.8 inches away do you do 7 inches or 8 inches?
Thank you for explaining this and other phases!
So if base to base is 8” then an 7” gets me in but if I make a charge roll of 8 or greater I have to end base to base?
The engagement range photo (3:32) with the ork on a box, even if the charge is good bc your unit is in engagement range would the SM model be able to fight? it is not base to base.
Secondly, if a unit were to roll a charge of 10in to climb can it attack? 2 scenarios there is room next to the ork vs there is no room for the model to fit next to the ork
There is some wrong info here. Auspex, reread the rules for what counts as successful charge. For one, it references charge ROLL needs, not charge move, as being sufficient to make the move, not the move itself. Second, no, one model does not need to finish within engagement of all units selected. The unit has to finish within all selected. It doesn't have to be the same model.
For charge MOVE to be possible, charge ROLL has to be sufficient to move within engagement. Unit 10 inches away, you roll 10. Roll is sufficient to move into engagement range. You now can make the move but if you have to go around models and terrain and cannot reach, you still qualify for making the move as it was determined by the roll.
What happens in the event when your unit who has the “fights first” ability charges into an enemy unit that also has the “fights first” ability? 🤔
Units that charge gain the fights first ability, its treated the same. You go by whoevers turn it isnt and alternate till all fight first abilities are done, then move into stage 2 wich is everyone else eligible to fight.
Your opponent fights first which is retarded.
The defending player gets to take the first swing in the fight phase, if they have any units with "Fights First". "Fights First" is much rarer in 10th edition but this change makes it much more powerful.
Yeah, basically a charge gives your unit "Fights First", and it doesn't stack to a Super Fights First if they already have it inherently. This means if you use a Fights First unit to charge another Fights First unit, let's say The Lion, then The Lion gets to attack your unit first. Equally, if he charges your unit on his turn, you get to attack The Lion first with your unit.
Ok, so what I understand about the movement and charge phase is: the M on the character is free, a advanced charge is the M of the unit and a d6 roll added to it. A charge distance are 2D6 roll results and i can use it fully or limit it if it's too much. Do I have that Correct?
Tactical Tortoise did a video regarding this too and I was curious about one of the things he brought up regarding successful charges. Example being you come out of DS (9.1" away) and roll a 9, what's stopping you from finishing your charge 7.9" away from your target (you can't physically get base to base and nothing in the charge mechanics claims you must finish within engagement range, just that your roll must be able to get there and you must move closer, which is different than how 9th was worded)?
This series is great for me Mr. Auspex man, ta. 👍
Dumb question, but can you shoot, then charge?
I just started playing and am unsure of some rules.
Also, can you shoot point-blank? Like, let's say the enemy charged you, are you allowed to shoot, or do you have to use your melee weapon?
You can shoot and charge in the same turn! As for whether you can shoot point blank, for Infantry and Mounted units the weapon you’re shooting with needs the Pistol keyword for shooting point blank. Monster and Vehicle units are able to shoot in melee without the Pistol keyword, they just take a -1 for rolls to hit. Hope this helps!
@ianperiquet5141 thank you for the clarity!
One thing I'm not sure of... we can move normally through our own units now ... but can we charge through them too?
Can you charge through a friendly unit? You can move normally through them but in game recently I was told you can't charge through them.
I wanted to ask the same thing. We had this come up in our game yesterday and I was unable to find a clear answer in the rules. Would appreciate some help.
Really loving your vids Auspex!
I'm going to say you can't only because it specifically mentions doing that as a benefit of flying models. I wish it were more clear in the rules.
Charging multiple units with your 1 squad sounds a bit strange to me.
@@Unit-kp8wm Thank you, very interesting points
Hi @auspextactics, I love your analyses on 40k which always give me new points of view. However is it possible to have your descriptions written down so I can easily translate it? My English is really limited and I spend a lot of time translating it, sometimes missing certain ideas.
You can look at the transcript in the description.
I have no idea if it is entirely accurate but it's a start
@@dasxcpickleable Good idea, never heard of it. Thanks
So to make a successful charge, you don't have to get directly into touch with the base of the models, but anything within 1 inch (Engagement range), meaning if you're 0.9 inches away from enemy model base with one of your models, it would count as a successful charge ?
Correct. Just getting one model within 0,9" is enough to be a successful charge.
Just remember that if you CAN move all the way into base to base contact, you MUST.
@@Bear_Andersen ok, thanks for the feedback :)
I'm hoping this comes up in the fight phase video but ok, so. Was playing a games today (nids vs khorne daemons) and had OOE and 2 fexes against some bloodcrushers. So the carnifexes wiped the crushers and consolidated into some nearby flesh hounds before OOE could swing. So, would a character attached to a unit who hasn't fought be able to swing after a consolidation into another unit?
I've got a couple local OTs arguing this, but I figured I'd throw it out there before GW gives it the FAQ it desperately needs.
OOE is part of the unit and all models have to declare a target before you start resolving attacks. Being a character doesnt make him less a part of the unit than 2 leftover assault marines would be.
@@jamesdrain5897 yeah, that makes sense. But also, dangit!
So, after a deep strike, is an 8" or a 9" the marker for success?
By definition deep striking units are 9" away, but engagement range is 1", so is 8 enough?
Or are the units outside 9" and must end inside 1", so 8 is exactly shy of combat?
8 is exactly shy
■ Unit can be set up in your Reinforcements
step, more than 9" horizontally away from all
enemy models.
from the core rules pg 39, the key part is that you have be at least more than 9 away. This could be 9 & 1/10 '' so if you roll an 8 you would still be an inch and 1/10'' away, hence why 9 is the marker for success
@@Spartan12 yes that makes sense! We were learning and going back & forth on it. Thanks!!
9”. Eng range is less than an inch so…
@@thegorefatherdonkhorneleon5159 You have to end up more than 9" away from enemies, you are not at 9" exactly, you are a tiny bit more.
3:24 is the terrain peice used in this example 4.8 when 2 are stacked on top of each other?
Thanks. Super helpful.
If you charge and end in engagement range but not in base to base contact, do you and your opponent still get to attack?
You get a 3" pile in during the combat phase before you attack, so yes.
Thanks,
Comment for the Skull Throne
Well im glad to see that overwatch isn't used every charge, though I am a little bummed about it being able to be used before or after a charge. Looks like I have to rethink charging a Stormsurge lol
Yes!!! This is what I needed!!!
Thanks for the video
This video is 11 hours old! I can't believe the Fight phase video isn't out yet.
:)
So, if two units are sort of side by side, strung out in opposite directions.... all that’s necessary is that one model from the charging unit get into engagement with one model of the target of the charge? Maybe this will be covered in the next phase, along with pile in?
You can't really string out your units or they'll fail cohenrency and run away
Ok but clarification question.
Can you charge THRU your own friendly models? You can move thru them in the movement phase but the charge phase has no clarification on that.
Also when it says you must base if possible doesnt that mean you could in theory swing around behind the target onto an objective as long as you based them and had the movement to do so?
Yes to charging through. At least, that’s how I’ve seen and played it.
Although, I don’t think that you can charge through an enemy unit. You end when your unit meets the enemy.
Yes, any unit you can move through in the movement phase you can also move through in the charge phase. This also means that flying units can choose to charge through enemy units they aren't charging to get to their charge target.
i still don´t get my head around how drop pods work in regards to charges after my models disembarked. anyone sure about the rules?
Just commenting to get notified once you get an answer. Got the same problem for deep striking units in a raider
What if the unit I want to charge is within a ruin?
Let's say some of the target unit's model bases are close to the wall, so that the bases of some of my models do not fit between the target's bases and the walls?
If you can make the charge, you've ended in engagement range as required, which means you can fight with models that are within an inch. However if you aren't able to get any models in base to base contact with a pile in move it means that only the models physically in engagement range can fight. Other models of yours that touch bases of models in their unit can only fight if the closer models are in base contact with the enemy.
So be careful with ruins and an opponent who positions to try and keep you out. Sometimes it's better to go around the ruin unless you're confident you only need a few models fighting to get the job done.
If you roll higher then the charge distance can you move through the unit and be on the otherside of them?
Not through but around.
Weird I was just looking up the rules to this, cause I think I screwed up my charge last time I played. I think I forgot to pile in or was trying to pile into another unit.
Kaldor charged Abbadon. Can a Grey Knight Paladin unit, not attached to Kaldor, charge Abbadon too? In 9th you could, nothing said in 10th.
The only thing I'm confused on is if you have to charge in a straight line in 10th. Can I get like a 12 inch charge roll and use my extra movement to charge around a piece of terrain to reach a unit?
Yes as long as you touch the base assuming going in a straight line would have got you base to base
I never understood the logic that units don't move if they fail a charge. Do they just eyeball it and decide they don't feel like it and it's not worth the effort? It feels like such an odd abstraction.
I'm sure there are plenty of other oddities like this in the game - this one just amuses me!
You need a bit of abstraction. If you could charge anything regardless of distance it'd give melee units a massive speed boost. Though I agree. I also think its weird you can't shoot into combat because its "too risky" i don't think 40k has a faction that wouldn't shoot its own guys to win.
gotta remember everyone is taking it in turns to move, shoot etc would make for an odd battle or war irl
Probably one for the fight phase but it is right that in 10th, if a unit that hasn't fought yet consolidates into another unit, it can fight this turn?
You'd be piling in, not consolidating. Units that charged, but are no longer in engagement range, can pile in if it brings them into engagement range and then fight.
Units that didn't charge need to have at least one model in engagement range or they can't do anything.
Does Heroic Intervention give "Fight first" ablility (because intervening unit is also charging)? If so, I assume that the player whose turn is goes second in combat (because both units get fight first ability)?
It does not.
What happens if a unit charges an enemy unit that has fights first? Do you roll off to see who fights first, or does the keyword come first?
You have to alternate fighting, starting with the player it isn't the turn. For the two steps of the combat phase.
So if you charge an enemy unit that has Fight first, she will fight before yours. Of course, it's still in alternate, so even if you charged with multiple units and all the enemy units had fight first, the opponent would attack with one, and then you would attack with another one, etc. And then, going into the second part of the fight phase, so units without fight first, it's the opponent again which resolve an attack first.
@@aerka0s760 Thank you!
So, if something is 13 inch away you could still make the charge to the closest enemy model and then pile in 3?
If they are more than 13, no that would be impossible since you cant end within 1 inch
If they are 12.9 inches away then yes because if you roll a 12 one of your models will get within 1 inch
To begin with, you can't declare a charge if you are outside 12" of any enemy unit.
Love your videos!!! Can you do a line of sigth/cover sistem next? (also get some sleep pls)
The new Flying rule thing is the most annoying and stupid thing they added right next to Removing Gear/Weapon Costs.
Is pile in and consolidation a separate video?
It'll be in the fight phase video that Auspex releases soon
15mins on a single phase? Sheesh
A tip when going against Fight First, charge an adjacent unit without FF, then, at your activation, pile in on the FF unit that you actually wanted to engage. They will activate next but you still can attack them first because your activation is still going
Wait, this isn’t the Space Wolf Review!
So to clarify something I've seen bandied about..... as per our example of a 7.5 inch charge. If we roll a 6 it fails, if we roll an 8 or more we must end in base to base, if we roll exactly a 7 we have rolled a successful charge but cant end base to base... RAW can we them move up, end 1.1 inches away from our opponent so they cant interrupt or fight first as they arnt in engagement rage and as we made a successful charge we can activate, pile in and fight..... ?
Though this sounds like an unlikely tactic to play for, bear in mind I'm a sisters player and mirical dice are a thing.
Pretty sure that if you can end in engagement range but not base contact then you must take the full movement of the charge. If people try to edge case it and screw over their opponents then GW will FAQ it to stop unintended consequences.
@@reganhay7887 unfortunately it doesn't say anywhere in RAW that you must make your full movement. It says if you can end B2B then you must while still fulfilling the list of criteria ( unit coherency, reaching all declared targets ect). But if you can make engagement range but not base to base there are no stipulations on how much movement you must to take. Yes it's an edge case, but so were plenty of the things that happened in the 8th ed charge/fight fase, so we'll see what GW does
You still need at least one model in engagement range. So the enemy unit is allowed to interrupt or fight first (and pile into you).
You have to end in engagement range of the enemy unit.
@@Unit-kp8wm at no point am i "pretending to not understand" quite the opposite, i've demonstrated a very clear understanding of RAW. GW screws them selfs over by writing rules in an overly verbose manner that leaves room for misunderstanding and potentially unintended interpretations.
Pretty sure words as written say that a flyer flying over a building to the other side (ie, traveling horizontally through the entire building), they would have to measure the total horizontal distance as well as the vertical distance twice. You only count diagonal when landing on top of the building. I hope its not intended as it is dumb, but that is the way its supposed to be played I believe.
If you go by the exact wording of "starts or ends on top of a terrain piece" that sounds right. Though it does not make much sense.
Plus if you moved from one terrain piece to another across a gap you would not have to measure down and then up again which is inconsistent.
So it’s still a 9” charge even if it’s 8” into engagement? That’s how I ran my game yesterday to play safe…
If you end in engagement range at 8" of movement then it is an 8" charge
@@alrikvas5679 so we are still doing 8” charges with 3” pile in
@@zweinfist441 well pile in happens in the fight phase only if you make the charge, but yes.
Patiently waiting for the space wolves 10th edition video 🫠
I thought you had to see the unit now like in boarding actions?
from the core rules verbatim:
"Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. "
Could you prepare video with, a ranking of the strongest primarch in 10th edition?
The new charging rules slow the game down to a slowpoke pace and are fucking stupid. Pardon my french. Because you can still go where you want, its just more complicated because you have to move block your own models by moving the models furthest away first
The opponent starting the fight phase and the interaction with fight first was a major reason which killed 10th for me.
I think the fight first mechanic is good, if you use it sparingly - which I prefer to the proliferation in 9th. I like very few Fight first units, and for them I find appropriate they could do so even if charged, it adds to the badassery.
Exceot they basically gave an entire faction fight first. 9th was much better save for fight last nonsense
@@thegorefatherdonkhorneleon5159 which one?
Does anyone know if GW will eve make a how to play Warhammer 40k? With AoS 3.0 they only did a video saying they wanted to create a tutorial but never made a part 2. Right now there is no just simple video to learn the rules, 80% is more battle report + people making allot of pew pew noises. I understand that it gives examples. Maybe they can give workshops in their GW stores
As a New player : THANK YOU
GW : "if you CAN move, you MUST" are we computers for you ? This rules is very hard to follow/enforce on the tabletop.
I think some one is stealing your formula I hope it’s done on good faith but the RUclipsr is called: Simply Warhammer and he’s stealing your processes.
Honestly, the random 2-12" charge distance takes all the fun out of the game. It's too swingy. 27% chance to steam roll or die.
Pre-measuring is the best bit...
It's a dice game, there's lots of randomness in every phase, having randomness in the charge phase too isn't strange.
@@DibbzTheLoner It'd be like rolling 2d6 regardless of the units BS and if you don't roll a 9+, you don't get to shoot at all. 2-12" is too much swing and has been for several editions. It's how wide the range is, not the fact that it's random.
It doesn't help that you either make the charge and absolutely wreck anything in front of you - or don't, and eat overwatch, an entire round of enemy shooting, THEN a charge they will probably make and they get to hit first.
It's not cinematic or interesting and the game deserves better. Just my opinion.
@@DarrinSK Would love that
I agree. Its retarded when you can fail a charge which equal to or less than a model’s movement…im talking infantry.
Gee, Auspex Tactics, you play a complex game that requires numerous mathematical, logical, sequential, and methodical problem solving for a GAME? What are you, some kind of NERD????????!!!! I know I'm a Nerd. XD
In all seriousness, thank you very much for these tutorial videos. I find them extremely helpful and informative for transitioning from 9th to 10th rules.
I thought the British are supposed to be good at English. Guess someone needs to teach them what simplified actually means.
What?
@@user-hv6gi9ux6z Hwhat?
So, it's basically the same as it was before
Basically, but not infact exactly... and the devil is in the details.
The need to get into base contact is a big change depending on who is playing. For a long time I've seen power gamers 'hover' their units within an inch so that they can pile in and bubble wrap or engage nearby units by technically ending closer to the target by 1/1000 of an inch. I'm certain this is made to combat that nonsense.
I'm fairly sure it's still possible, just in a limited number of cases. That being if your roll enough to get into engagement range but not enough to base to base.
@@EmperorSigismund Except basically all of that is still possible, GW just made the rules worse and didn't actually eliminate any of the skill-expression they might have wanted to curtail
first
If the rules say you need to move to closest enemy and connect to bad when charging how are people interpreting being able to still swing around so dramatically when you're supposed to move closer to the declared target? Seems players are really trying to pick apart things with custom decipher techniques and word smithing. It says move to closest eligible enemy target not move around to our move towards. The game rules also say move in inches not centimeters so we need to really tighten up and stop with the custom explanations lol you don't move quarter of a centimeter towards and keep swinging you are clearly told by rules to charge and like inn directly to closest enemy model... Starts to get silly when people break out the "rule as written" and "intended use" nonsense that leaves a very toxic taste for newcomers
Connect to base lol not bad
@@donniem7979 You have to end closer to the enemy UNIT not model. So you don't have too specifically go towards the closest enemy model to yours. If I am 5" away, and roll a 10" charge, I can use that full 10" movement too wrap around the enemy as long as all my models end base to base where possible with 10" of movement. But at the same time, you can place your models in such a way that you block out some of your models from being able to end base too base(because you can end movement's with your own bases overlapping each-others), in turn allowing some of your model's to still get the 3" pile-in move as well to get even more movement. It can be very "gamey" but since they changed the rules for pile-in's and consolidations from 9th, to how they work now melee focused armies have to try and use any bit of movement they can ( I play World Eaters) hahaha