HuyMix Posted August 16, 2016 Share Posted August 16, 2016 Hi folks, relative newbie to AOS (aren't we all) and I was looking through different combos on how to get a turn 1 charge and what units might be able to do so: Assumptions: 24" initial distance away from each other and I have first turn. Let me know what your thoughts are: Summon flesh hounds (within 9" and hope the reroll gets you in) Summon bloodthirster/soulgrinder (within 9" and use fateweaver's ability to guarantee a 6 if necessary) Sayl ability and a blood secrator whipping a khorne soul grinder (gives it effectively a 21" of flying movement) If you have any other suggestions on what combos to use or think that there are better ways of using these post em up. Link to comment Share on other sites More sharing options...
BobTheKnight Posted August 16, 2016 Share Posted August 16, 2016 Chaos Knights move 10" and have +1 to charge, if they're marked with khorne and get bloodstoked (+3 on charge) they can cover between 16 and 26". So a 1in6 chance. With a second bloodstoker it's 19 to 29" giving a 2in3 chance to cover 24" in one turn. Link to comment Share on other sites More sharing options...
TrexPushups Posted August 17, 2016 Share Posted August 17, 2016 Chaos Knights move 10" and have +1 to charge, if they're marked with khorne and get bloodstoked (+3 on charge) they can cover between 16 and 26". So a 1in6 chance. With a second bloodstoker it's 19 to 29" giving a 2in3 chance to cover 24" in one turn. Still need access to a special rule that would allow them to try to charge while more than 12" away. Once you roll the dice though you can move as far as the dice & modifiers allow. But you need to be within 12" to even roll or have something on your warscroll Things like the bloodstoker's whip & musicians don't do that. Link to comment Share on other sites More sharing options...
Goodwin Posted August 17, 2016 Share Posted August 17, 2016 Beastmen can do it! Gor/Bestigor/Ungor 6" Move + d6" Run +1 for Running, +3 Great Bray Shaman buff. Beastmen banners allow running and charging in the same turn. So you're hoping for at least a 2 on the Run roll for a 12" charge attempt. Gorthor the Beastlord gives +1 to Run and Charge (maybe Run and Pile In, I can't remember). Beastmen Muso or Banner also gives +1 Pile In, so that should help get some more bodies into combat. Unless my mathery is horribly wrong. Yay for Beastmen! Link to comment Share on other sites More sharing options...
Nico Posted August 17, 2016 Share Posted August 17, 2016 Quote Still need access to a special rule that would allow them to try to charge while more than 12" away. Once you roll the dice though you can move as far as the dice & modifiers allow. But you need to be within 12" to even roll or have something on your warscroll This looks a lot like an oversight (writing the rule for Mr Whippy too concisely). I'm pretty sure the intention is that if you increase your maximum charge then you increase your declaration of a charge range as well. On some scrolls they have expressly stated it (Morghast Harbingers), so the 12 inches rule is not sacrosanct. Link to comment Share on other sites More sharing options...
Magiteknologic Posted August 17, 2016 Share Posted August 17, 2016 Seekers of Slaanesh might be the best at this. 14" move + 2d6 run + 2d6 charge. Min: 18" Avg: 28" Max: 38" Add a nearby character in 12" to add an inch to the run and charge distances, and a further +1 move from the Cohort battalion. Summon them in and it's guaranteed. Link to comment Share on other sites More sharing options...
james.speller Posted August 17, 2016 Share Posted August 17, 2016 1 minute ago, Magiteknologic said: Seekers of Slaanesh might be the best at this. 14" move + 2d6 run + 2d6 charge. Min: 18" Avg: 28" Max: 38" Add a nearby character in 12" to add an inch to the run and charge distances, and a further +1 move from the Cohort battalion. Summon them in and it's guaranteed. You can also make them pile in twice if you use the Keeper's command ability, so they will be a good 1st turn charge. Link to comment Share on other sites More sharing options...
Shane Posted August 17, 2016 Share Posted August 17, 2016 Seekers are a turn one charge borderline guaranteed. I've used them in a mixed-god force and they've always done well. But am holding off really getting into Slaanesh proper until a 'tome hits (same with all factions now). Link to comment Share on other sites More sharing options...
Dolomedes Posted August 17, 2016 Share Posted August 17, 2016 Beastmen get in dam quick, but usually get slaughtered straight away Link to comment Share on other sites More sharing options...
RossMHoward Posted August 17, 2016 Share Posted August 17, 2016 4 hours ago, Nico said: (writing the rule for Mr Whippy too concisely) Is there anybody in this hobby that doesn't call the Bloodstoker Mr Whippy? Link to comment Share on other sites More sharing options...
ChippyRick Posted August 17, 2016 Share Posted August 17, 2016 3 hours ago, Magiteknologic said: Seekers of Slaanesh might be the best at this. 14" move + 2d6 run + 2d6 charge. Min: 18" Avg: 28" Max: 38" Add a nearby character in 12" to add an inch to the run and charge distances, and a further +1 move from the Cohort battalion. Summon them in and it's guaranteed. This is definitely the case, and tbh most slaanesh cavalry / chariots / soulgrinders have the ability to move fast and charge early. The formation makes the chosen daemon units scary fast and as said, the seekers really really amazing at it. Now not that is is exactly 1st turn charge, but with the archaon / overlords of chaos batallion allows you to see who is going first in the next battle round, you can use this to set up charges before your hit. Worth considering. Link to comment Share on other sites More sharing options...
BobG Posted August 17, 2016 Share Posted August 17, 2016 Wrath of Khorne BT and Flesh Hounds. Hounds move 8, BT lets them run and charge (with +1 to each) and they can reroll failed charges. 8 + (d6+1) + (2d6+1) for a 13" to 28" total. You would need at least 14 on the three dice, two of which can be rerolled. There are plenty of other units that you could use instead of the Flesh Hounds. Link to comment Share on other sites More sharing options...
ChippyRick Posted August 18, 2016 Share Posted August 18, 2016 i think another thing to consider is what you are planning to charge. You can potentially make a big charge with a bloodthirster with all the whip and bonuses mentioned above, this would tear lots apart, but could then be somewhere it doesnt want to be after. also, dropping a large summoned unit of bloodletters and then charging a big unit to clear ti off, this is good as the unit itself has large numbers so your opponent needs to clear them with the new GH Scenarios. they will die quick though. Just a few scenarios i thought about once considering this thread. Link to comment Share on other sites More sharing options...
Johann Posted August 18, 2016 Share Posted August 18, 2016 Not the strongest Unit, but really fast are Centigors. They can run and charge and can also re-roll charge rolls. movement 12+d6+2xd6 (re-rollable). i take them sometimes with my brayherds (also really fast) and the always charged in the first round... Link to comment Share on other sites More sharing options...
TrexPushups Posted August 18, 2016 Share Posted August 18, 2016 i think another thing to consider is what you are planning to charge. You can potentially make a big charge with a bloodthirster with all the whip and bonuses mentioned above, this would tear lots apart, but could then be somewhere it doesnt want to be after. also, dropping a large summoned unit of bloodletters and then charging a big unit to clear ti off, this is good as the unit itself has large numbers so your opponent needs to clear them with the new GH Scenarios. they will die quick though. Just a few scenarios i thought about once considering this thread. I really want Khorne mortals to get a way to summon Khorne daemons without sorcery. Wizards are dirty and we should be able to do what we need with axes. Link to comment Share on other sites More sharing options...
HuyMix Posted August 18, 2016 Author Share Posted August 18, 2016 I've also considered using a warp grinder team to bring in a skaven unit within 9" but I don't think there are great candidates for this (maybe stormfiends, technically hell pits don't have the skaven keyword). Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.