Goranged Posted June 28, 2023 Share Posted June 28, 2023 (edited) Can we charge turn 1 by using a Librarian Dread + Phobos Lieutenant (move D6 after shooting) + [infiltrator , riever or incursors] ? If that’s the case what combination looks good? riever for anti character or incursors for mW sounds handy. we can also include a captain for extra punch Edited June 28, 2023 by Goranged Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/ Share on other sites More sharing options...
Xenith Posted June 29, 2023 Share Posted June 29, 2023 It seems to be that way - 9th had a rule saying that repositioned units could not make other moves that turn, however I don't see such a rule in the 10th ed commentary. Though you don't really need the libby dread, as the phobos Lt has infiltrators so he can start 9" from the enemy anyway, and move 6". Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966432 Share on other sites More sharing options...
CCE1981 Posted June 29, 2023 Share Posted June 29, 2023 Libby Dreadnought can do it turn 1. Where Deep Strike is turn 2? Or is that not a thing anymore. Another question is the Phobos Lt has Infiltrators but the squad doesn’t, the Infiltrators rule states that every model in the unit needs Infiltrators to work. Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966462 Share on other sites More sharing options...
Karhedron Posted June 29, 2023 Share Posted June 29, 2023 If you are willing to run Gladius rather than our bespoke detachment there are other ways of doing it. Bike squads always Advance 6" rather than D6" so if you go into Assault Doctrine T1, all your bike squads can Advance and Charge. 18+2D6" will get you just into the enemy DZ on average although it is a bit of a close thing. Add a Captain on Bike and they can Advance + Shoot + Charge. I haven't looked through the deployments yet. Are DZs still normally 24" apart? Goranged 1 Back to top Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966471 Share on other sites More sharing options...
Khorneeq Posted June 29, 2023 Share Posted June 29, 2023 There is also option of Drop Pods, they can be deployed turn 1 Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966537 Share on other sites More sharing options...
Paladin777 Posted June 29, 2023 Share Posted June 29, 2023 That's a lot of effort and points for some S4 (5 on the charge with Red Thirst) AP-0 attacks. Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966578 Share on other sites More sharing options...
DemonGSides Posted June 29, 2023 Share Posted June 29, 2023 See you're only thinking of the damage. You gotta think about the positioning that slows down; enemies can't move through them, have to be able to skirt a few inches around them since they can't go through engagement range, and they could, depending on the terrain, REALLY stop an opponent from moving up a portion of the board. I wouldn't think about it for the damage potential alone. I also don't think it's a great plan, but if the terrain is in your benefit, keeping an enemy stuck in a corner for a turn can have HUGE ramifications for the overall flow of the game. Karhedron and Goranged 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966603 Share on other sites More sharing options...
Solution Karhedron Posted June 29, 2023 Solution Share Posted June 29, 2023 Yup, stealing an early lead on Primary Objectives can be a real help. Also if you choose to go with Reivers, there is always the chance of an opponent failing a crucial Battleshock test with the further messing up of plans that can cause. DemonGSides and Goranged 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966619 Share on other sites More sharing options...
Goranged Posted June 30, 2023 Author Share Posted June 30, 2023 Also keep a desolation squad, turret, dcannon or even tanks or character stuck gives our forces chance to advance and if they split fire we’ll get there. Next turn drop closely termies or hellblasters and we are already playing our game. Scoring BEL and other primaries early Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5966811 Share on other sites More sharing options...
Khorneeq Posted July 1, 2023 Share Posted July 1, 2023 During yesterdays game I was told that I cannot declare a chare from a drop pod the same turn it deployed as it count as moved but has no Assult Ramp Is this correct? If this the case it very seriously limits the utility of drop pods Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5967114 Share on other sites More sharing options...
Karhedron Posted July 1, 2023 Share Posted July 1, 2023 In the absence of a special rule to allow charging, I think that is correct. That is why Pods are usually used to deliver squads with short ranged firepower. Khorneeq, DemonGSides, Paladin777 and 1 other 1 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5967126 Share on other sites More sharing options...
Malakithe Posted July 2, 2023 Share Posted July 2, 2023 21 hours ago, Khorneeq said: During yesterdays game I was told that I cannot declare a chare from a drop pod the same turn it deployed as it count as moved but has no Assult Ramp Is this correct? If this the case it very seriously limits the utility of drop pods Drop pods should be used for a full 10 man unit of Infernus guys to burninate everything before you charge in with other stuff Helias_Tancred and Karhedron 2 Back to top Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5967531 Share on other sites More sharing options...
Paladin777 Posted July 2, 2023 Share Posted July 2, 2023 I could see a case made for Hellblasters too. Karhedron and Helias_Tancred 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/379301-charge-turn-1/#findComment-5967612 Share on other sites More sharing options...
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