Can you fly and charge 40k?

Can you fly and charge 40k

Can You Fly and Charge in Warhammer 40k?

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Yes, units with the Fly keyword can absolutely charge in Warhammer 40k, and their flying abilities offer them unique advantages during the Charge phase. However, it’s not a free pass to ignore all rules – there are specific mechanics that govern how these units move and engage in combat when charging. Let’s delve into the intricacies of flying charges in the grim darkness of the far future.

Understanding the Fly Keyword and the Charge Phase

The Fly keyword is a special ability that allows models to move over other models and across terrain without accounting for the vertical distance. This means that units with the Fly keyword can essentially soar over obstacles and units that would otherwise impede their progress. This has huge implications during the Charge phase.

During a charge move, a unit attempts to move into Engagement Range (within 1″) of an enemy unit. The Charge phase is a critical part of Warhammer 40k, as it’s the primary method of getting your units into close combat, where a host of powerful abilities and weapon profiles become available. Without proper use of the Charge phase, you will likely struggle to win.

How Fly Affects Charging

The primary advantage conferred by the Fly keyword in the Charge phase is the ability to charge over intervening units. This is a significant benefit as it allows flying units to bypass enemy formations that might otherwise be difficult or impossible to maneuver around. Here’s how it works:

  • Flying Over Units: Models with the Fly keyword can move through other models (both friendly and enemy) during a charge move. However, they cannot end their move on top of another model, and they must finish within 1″ of their target enemy unit.
  • Diagonal Measurement: When charging over units, the distance moved is measured diagonally, just like with regular movement, instead of a direct line. This means a charge over units may require a greater movement roll to be successful.
  • Terrain: Flying units can ignore vertical distance when moving across terrain, allowing them to easily ascend or descend. However, they still have to spend movement to move over terrain.

It’s crucial to note that even with Fly, chargers still cannot move through walls. This means the ability to fly is not an “ignore all terrain” pass, but rather a boost to movement and versatility.

Charging Over Units and Terrain

The rules for charging with Fly provide a tactical advantage for units that possess this keyword. However, they are not without their limitations.

  • Line of Sight: Like all charging units, flying units must have line of sight to the target they intend to charge. This means you can’t hide a flying unit behind a wall and expect to charge the enemy units on the other side.
  • Impassable Terrain: Though flying units can move over terrain, they cannot end their move on top of impassable terrain features.
  • Engagement Range: A successful charge must conclude with the charging unit ending within Engagement Range (1 inch) of the target unit. Flying over units does not change this core requirement.

Considerations and Limitations

While the Fly keyword is a powerful tool during the Charge phase, there are some important considerations to keep in mind:

  • Advance and Charge: A unit that makes an Advance move (moving further than their normal movement by rolling a d6) cannot charge in the same turn. This is a universal rule and applies to all units regardless of whether they have the Fly keyword or not.
  • Disembarking and Charging: If a unit disembarks from a transport, it cannot charge in the same turn unless it disembarks before the transport moves. Some specific transports, like Land Raiders, do allow units to disembark and still charge.
  • Fall Back and Charge: A unit that has performed a Fall Back move during the turn cannot charge during the same turn.

Frequently Asked Questions (FAQs)

Here are some frequently asked questions to clarify further how flying and charging work in Warhammer 40k:

1. Do you need line of sight to charge?

Yes, a unit must have a line of sight to its target in order to charge. This is true for units with the Fly keyword as well.

2. Can you charge over enemy units if you have the Fly keyword?

Yes, you can charge over other models if your unit has the Fly keyword. You still cannot finish the move on top of other models, and still have to finish within Engagement Range of a target.

3. Can you charge through walls if you have the Fly keyword?

No, the Fly keyword does not allow a unit to charge through walls.

4. Can you move through units that don’t have fly?

Yes, units with fly can move through other units but cannot finish the move on top of or within Engagement Range of another unit.

5. Can you move and charge in the same turn?

Yes, units can move and charge in the same turn, but if you Advance, you cannot charge.

6. Can you shoot and charge in the same turn?

Yes, units can shoot and charge in the same turn if they have the opportunity.

7. Can you disembark and charge?

Units that disembark from a transport can not charge in the same turn, unless they disembark before the transport moves (and certain other transport rules).

8. Can you fall back and charge in the same turn?

No, units that fall back cannot charge in the same turn.

9. Does failing a charge stop your movement?

Yes, if you fail a charge roll, you don’t move.

10. How far can you charge?

A charge move is determined by the charge roll of 2d6. You have to move the required amount to get within Engagement Range of the target to make the charge.

11. What is Engagement Range?

Engagement Range is defined as being within 1″ of an enemy model.

12. Can vehicles and monsters shoot in combat?

Yes, vehicles and monsters can shoot in combat but can only target the enemy unit they are in Engagement Range with.

13. How far away do units have to Deep Strike?

Units must Deep Strike a minimum of 9″ away from the nearest enemy model.

14. What happens if you fail a charge?

If a charge is failed, the unit doesn’t move towards the enemy.

15. Does stealth make a unit more difficult to hit?

Yes, if every model in your unit has the Stealth ability, ranged attacks against that unit take a minus one to the hit roll.

Conclusion

The ability to fly and charge in Warhammer 40k offers a significant advantage to certain units. By understanding the specific rules governing the Fly keyword, movement, and the Charge phase, you can strategically use these units to their maximum potential, soaring over enemy lines and delivering crushing blows in close combat. While there are limitations and considerations, mastering the art of flying charges is crucial to victory in the grim darkness of the far future.

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