Can you shoot and charge 40k 10th?

Can You Shoot and Charge in 40k 10th Edition? A Definitive Guide

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Yes, in Warhammer 40,000 10th Edition, you can generally shoot and then charge in the same turn, but with very specific restrictions and qualifications. It’s not a free-for-all; certain stratagems, abilities, and unit types allow this functionality. Understanding these nuances is critical to crafting effective strategies and maximizing your army’s potential on the battlefield.

Understanding the Core Mechanics

The ability to shoot and charge in the same turn revolves around a few key rules concepts:

  • Phases of the Turn: A Warhammer 40k turn is broken into phases. The ones relevant here are the Movement Phase, the Shooting Phase, and the Charge Phase. Normally, units move, then shoot, and then, if eligible, charge. The key is bypassing these restrictions.
  • Stratagems and Abilities: Many factions have stratagems or unique unit abilities that allow units to either move after shooting or to declare a charge after shooting (or, in some rarer cases, during the Shooting Phase!). These are the levers you’ll pull to accomplish the shoot-and-charge maneuver.
  • Unit Types and Restrictions: Certain unit types, like aircraft or units with specific keywords, might have inherent limitations on what they can do in each phase. Knowing these limitations for your army (and your opponent’s) is paramount.
  • Engagement Range: The concept of Engagement Range (within 1″) severely restricts movement and shooting when a unit is locked in combat. You generally cannot shoot out of Engagement Range unless you have a specific exception (e.g., pistols).

How to Execute the Shoot and Charge

The most common way to shoot and charge involves using specific stratagems or abilities that grant a post-shooting move that lets you engage an enemy unit. A less common method involves charging during the shooting phase.

  • Post-Shooting Movement: This is the most straightforward way to achieve the desired effect. You select a unit, shoot as normal in the Shooting Phase, and then, because of a specific stratagem or ability, the unit can make a normal move, advance, or even fall back after finishing their shooting. This post-shooting movement, if planned correctly, can get you into Engagement Range, allowing you to declare a charge in the Charge Phase.
  • Charging in the Shooting Phase: Some rare abilities might allow you to declare a charge in the shooting phase.
  • Combining Abilities: Certain abilities combo well to allow a unit to move, shoot and then charge.

Faction-Specific Examples

To illustrate how this works in practice, consider these examples from different factions. These are illustrative and might change with future codex releases and balance updates.

  • Space Marines (Various Chapters): Certain Space Marine chapters might have stratagems that grant a unit a move after shooting or improve their charge rolls after shooting at a target.
  • Chaos Space Marines: Similar to Space Marines, many Chaos Space Marines legions allow post shooting moves to charge.
  • Orks: Orks can sometimes use stratagems or special rules that enable them to move, shoot, and then charge into combat with characteristic reckless abandon.
  • Aeldari (Various Factions): Aeldari factions often rely on speed and maneuverability. They may have abilities that grant them extra movement after shooting, allowing them to reposition for a charge or escape retaliation.
  • Tyranids: Some Tyranid units might have abilities that allow them to move closer to the enemy after firing bio-weapons, making them ready for a charge.

Remember to always consult the latest codex and rules updates for your faction to understand which options are available.

Strategic Considerations

The ability to shoot and charge opens up several tactical advantages:

  • Eliminating Overwatch: Since most stratagems require overwatch to be declared when a unit declares a charge, if you get into engagement range via a post-shooting move, the target unit cannot Overwatch.
  • Closing the Gap: If you need to quickly close the distance between you and a key target, shooting and then charging can be a very effective way to do so.
  • Contesting Objectives: By combining shooting and charging, you can quickly move units onto objectives and deny them to your opponent.
  • Exploiting Vulnerabilities: Use the shooting phase to target specific units or weaken a crucial part of the enemy line, then follow up with a charge to exploit the damage.
  • Controlling the Narrative: Understanding the interplay of movement, shooting, and charging gives you a strong advantage. The Games Learning Society studies how games teach and how to best play these games. Check out more at GamesLearningSociety.org.

Frequently Asked Questions (FAQs)

Here are 15 frequently asked questions to clarify the nuances of shooting and charging in 40k 10th Edition:

  1. Can a unit that Advances in the Movement phase still shoot and then charge? No. A unit that Advances cannot shoot unless it has a specific rule allowing it to do so, negating the primary means of setting up a shoot-and-charge.
  2. Does “Fall Back and Shoot” prevent a unit from charging? No, “Fall Back and Shoot” abilities typically allow a unit to shoot after falling back. A unit that Falls Back can still charge in the charge phase.
  3. If I use a stratagem to move after shooting, does that count as a Normal Move, Advance or Fall Back for other rules purposes? The stratagem or ability will specify what type of move it is. Pay close attention to the wording. Some abilities grant an extra move “as if it were the movement phase,” others grant a “normal move,” and others an “advance.”
  4. Can a unit that declares a charge Overwatch? The target of a charge can use the Overwatch stratagem if they are eligible and able.
  5. If I shoot a unit and destroy it, can I still use a stratagem to move after shooting? Yes, you can still use the stratagem, even if the unit you shot at is destroyed.
  6. Can I shoot at one unit and then charge a different unit using a post-shooting move? Yes, as long as the post-shooting move allows you to get within charge range of a different unit.
  7. Do all factions have access to stratagems or abilities that allow them to shoot and charge? No, not all factions have easy access to this ability. Some factions rely on this ability for their core strategy, while others are more reliant on other methods.
  8. Are there any units that can charge during the shooting phase? Yes, some units might have special rules or abilities that allow them to declare a charge in the Shooting Phase. These are usually found in their respective Codexes.
  9. Can a unit in Engagement Range be targeted by a unit attempting to shoot and then charge? You generally cannot shoot into Engagement Range. You could shoot something else and then move into engagement range of a unit.
  10. If a unit has already shot, can it then be targeted by a stratagem that allows another unit to shoot and charge? Yes, a unit that has already shot can still be targeted by stratagems affecting other units.
  11. How does terrain affect the ability to shoot and charge? Terrain can block line of sight for shooting and impede movement, potentially disrupting your plan to shoot and charge.
  12. If I fail a charge after shooting and moving, can I try again next turn? Yes, you can attempt another charge in the following turn, assuming the unit is still eligible and within range.
  13. Are there any limitations on how many times a unit can shoot and charge in a single turn? Generally, you can only shoot and charge once per turn, unless specific abilities allow for additional actions.
  14. Does shooting a unit in cover affect my ability to charge it? Shooting a unit in cover might reduce its effectiveness (e.g., lowering its save), making it a more appealing target for a charge, but it doesn’t directly impact your ability to declare the charge.
  15. Can a unit use “Fights First” when charged after a shooting phase move? Yes, a unit that has “Fights First” can use its ability even if the charge was initiated after a shooting phase move, as long as all other conditions are met.

Conclusion

Mastering the nuances of shooting and charging in Warhammer 40k 10th Edition is essential for any serious player. It requires careful planning, a deep understanding of your army’s capabilities, and a keen awareness of your opponent’s strategies. By utilizing the stratagems, abilities, and unit types available to you, you can execute powerful maneuvers that will give you a significant advantage on the battlefield. Remember to always consult the latest rules and codex updates to stay informed and adapt your tactics accordingly.

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