Charge and Fight Phase Tactics – Warhammer 40K Strategy Guide



Let’s take a general overview of the charge and fight phase in Warhammer 40k…

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0:00 Intro
0:50 Overview
2:39 Preparing to Charge
3:40 Charge Phase
5:34 Heroic Intervention
6:41 Fight Phase
8:45 Tips + Tricks

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26 thoughts on “Charge and Fight Phase Tactics – Warhammer 40K Strategy Guide”

  1. SM player. Always played more shooty but yesterday played a patrol game with assault intercessors and bladeguard vets. used a Librarian as an hq. Had a normal squad of intercessors and landspeeder. Honestly one of the funest games I played in a while. Won by 5 points lol.

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  2. I don't know how I missed that Gdubs banned specialist units for tourneys in 9th ( which means it'll probably leak down to most matched play), n here I was building my Night Lords army but won't be able to use host raptorial 🙁 , oh well I loved them for who they are not for the thought of stomping primaris .

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  3. I'd like to add something I learned from an earlier Auspex Tactics video: If your character charges into a melee that's already ongoing, keep him at .5" range so that he can engage in melee but won't get clipped in the shooting phase as there are other models closer to the charge target.

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  4. am I reading this right in the rule book; after combat has been resolved from all units that charged, any remaining combats, i.e units that charged in previous turns but still stuck in combat, the opposing player activates first?

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  5. So, am I reading this right? You need to be 9 inches away from enemies on a deep strike. And to finish a charge, you have to be within one inch of the enemy model. So a charge out of deepstrike is only eight inches?

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  6. Biggest trick to melee combat, use Sanguinary Guard. Means your a Blood Angel for one thing, or a fellow son of Sanguinius, nothing cooler, plus they are, errrr, shall we go with good value for what they can dish out.

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  7. There are like 2 ways in melee.
    1. Play the right unit of the right faction, charge all over the board and onehsot the enemy.
    2. Play the "wrong" unit of the "wrong" faction, charge in turn 3 (if you survive long enought), do no damage with your 1 attack per model, get oneshoted by the enemy if he strikes back.

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  8. I had a game yesterday (my 3rd game of 9th) and I was looking for the rules that say you measure diagonal distances to models on different levels (for deep strike charges), but couldn't find the specific mention of it.

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  9. I'm just getting started with 40k and I gotta say its nice to see people with good things to say about 9th edition 🙂 I've watched alot of warhammer videos and I've seen alot of complaining about this and that and how GW sucks, I gotta say I like the direction they're heading in trying to make smaller games a thing which with the price of warhammer the less you gotta spend to "get started" the more likely new players like me are willing put down the coin to invest. For me prices are my only problem, but on the other hand it keeps the value of the models high on the second hand market. I don't mind spending $50 on a model to build and paint it then make it worth 2 to 3 times that much.

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  10. Space Marine units with 'Assault Launchers'.
    For 1 cp you can target a unit within 9" in the charge phase.
    That unit either takes D3 mortal wounds or Can't 'Set to Defend' or fire 'Overwatch'.

    The unit with the 'Assault Launchers' ability isn't obliged to charge either.

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  11. Something I haven't been able to get a straight answer to. How does consolidation work with units I didn't declare a charge against?
    IE I charge unit A, wipe them out, then consolidate 3 towards the closest unit (Unit B) who are 3 inches away. does my unit consolidate into engagement range and count as 'engaged' or do they have to stop 1' away because (irrc RAW) you can only move into engagement range of units if you're making a 'charge' move

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  12. I dont understand why the always fight last ability would be good. Wouldn't you want to strike first to prevent damage by eliminating models before they can attack? Sorry if this is a dumb question, just got into 40k in July. Haven't had the pleasure of playing yet.

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  13. The Imperial Guard have some interesting abilities that allow them to fight in the shooting phase. It can be very helpful for Catachan Guard who have S4 and are being buffed by Straken and a Priest. If an enemy consolidated a fighty unit into a fresh Guard Squad (with the intent of being able to fight first on your turn). You can move another full strength Guardsmen squad within an inch of the engaged guardsquad and used the Combine Squad strat, creating a 20 man Guard Squad. They can then use the Fix Bayonets order to fight as if it were the fight phase. In 9th when a unit fights it gets to do three things, first it will pile in 3", then make attacks, and then consolidate 3".

    There are no restrictions in the Guard FAQ that says you only make attacks, so you would get to do all three steps (unless I am missing something). This will net the Guard 54 S4 attacks from the regular Guardsmen and 8 S5 AP-3 attacks from the Sergeant's power swords. These extra attacks can thin out an enemy squad quite a bit.

    This tactic allows you to fight first without triggering any enemy charge based abilities like hateful/shock assault and also get around any fight last abilities like the Judiciar. If you are fighting Chaos you can also potentially use Vengeance for Cadia as well for massive amounts of hilarity (again, I think this works, but it might not…not required for the tactic but still potentially powerful).

    If you kill the enemy unit you can still have the squad shoot another target later in the phase. You can also potentially use the extra movement from piling in and consolidating to get on an objective or tag another enemy unit to shut down some shooting next turn or hamper enemy movement/charges next turn. Combined Squads can be quite an unexpected tactic that can mess with an opponent who is not ready for it.

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  14. I was very surprised to see in the rare rules section that fight first abilities still take a second seat to charging units. In other instances you start with the perspn whos turn its not except with this interaction which I find really strange.

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  15. I cant find the activate even if not in engagement range rule in the GT pack, is it in the core rule book? Can someone reference it to me please? In my mind they are no longer eligible to fight so they can't pile in or consolidate

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  16. 8:26 the rule where you can activate after a charge even if the unit you charged is dead is from 8th and no longer applies. If you come to that unit and it isn't in engagement range then it is no longer eligible to fight so you can't fight with it therefore can't pile in and can't consolidate.

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