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Discussion Starter · #1 ·
I run a lot of squads of Plague Marines. Usually a squad of 7 with 2 meltaguns and 1 Champ with a PF. I was thinking when you get your rhino popped when and against what other units should you charge with your Plague Marines and when should you hold up? When is it better to wait and rapid fire every turn until the other squad charges you? Are there times when you should charge your Plague Marines into someone else. I mean Blight Grenades pretty much make it so no one is ever charging you. I know there are times where you have that squad of AP 1 or 2 guys shooting you down so you should probably stop that but what types of units do you find are the easiest to charge and what units should you not charge and make come to you.
 

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There are several different factors.

If its against basic marines, charge.
Against most things, your still better off charging.

If your running dual Plasma, then consider the rapid fire option.

But it depends what the unit is, and most importantly what is backing up the opponents unit.
If they have a specialised CC unit behind, then think twice.
If they have lots of AP1/2 weaponry in range, consider the charge.
 

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I would also charge a unit if it gets a special bonus on the charge IE: furious charge and the like its deffinantly an advantage you would want to rob your opponent of.
 

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I would also charge a unit if it gets a special bonus on the charge IE: furious charge and the like its deffinantly an advantage you would want to rob your opponent of.
Very true, but keep in mind that since you have blight grenades your enemies don't get bonus attacks for charging. I often forget about blight grenades

Actually now that I think about it, in most cases I wouldn't charge just because of blight grenades. Don't get me wrong plague marines are deadly in CC thanks to their survivability but they are really made for throwing out shots at an advancing enemy and maybe finishing them of when they charge. Don't bash me obviously there are certain situations when it's definitely a better idea to charge, but there are so many that it's really a on the spot decision kind of thing, if you ask me.
 

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Discussion Starter · #5 ·
I would say that the big factor would be if you have other units shooting at your squad of Plague Marines. A lot of AP 1 and 2 guys shooting you up then yes you want to charge and hide in the enemy so they can't fire on you. At least in assault you will probably get your feel no pain. Unless it is like a bunch of Assault Terminators. But even though you have Blight Grenades there must be times like this one where you want to assault first?
 

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I'd like to add a few thoughts to this charge/don't charge thing...

Charge if...
- You're opponent has high volumes of fire. 3+ with FNP has the same total probability as 2+ and, just like Terminators, PMs really hate taking fire from a squad of 30 Ork Boyz with shootas or 30-50 IG Gaurdsmen and their angry flashlights. Not only are you better off taking your chances in CC with these guys, but you'll force them to clump up, giving you the chance to use templates and blasts, or just pull them out of the way so your other units can get past them to something more important.
- Has the previously mentioned low AP weapons.
- Has USRs (specifically Furious Charge) that will make taking a charge bad news, even if they don't get the extra attacks.
- The Unit in front of your PMs just needs to be held up for a turn or two.

Don't Charge if...
- They have Counter-attack. Anything that has counter-attack wants to be in CC with your PMs and you'll be doing them the favor of getting there a turn early and 'giving up' your blight grenade advantage.
- They're packing loads of special CC weapons (read any and all Terminators, Banshees, and their ilk).
- It's a Monstrous Creature. Other squads capable of getting two PF in a troop unit or access to Furious Charge and PW (KB, SW, BA) can do this, your PMs should not, it's a great way to die.

There, that's more comprehensive.
 

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Rather than give specific situations, here are some things you have to consider:

What's my firepower? What's their firepower? If they can shoot better than you, charging becomes a more attractive option.

What's my combat power? Whats his? Self explanatory really.

There might be times when they excel in both, in that case you want the one that is least beneficial to them.

Keep in mind the other units around. Do they have a counter-charge unit? Do you have a possible counter-charge unit? Can you tie them up long enough to get support in.

Then you have to think about things like how much you gain from tieing them up, which can be helpful even if they will get support in before you do.
 

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An important note is that charging will net you some extra attacks in CC. Against many opponents that alone would be reason enough if you know you are going to be charged the next turn.
 

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I wouldn't rate banshees as much of a threat as you have blight grenades and they only wound you on 6's.

I would charge ork boyz as you still deny them the +1A and you also get rid of their +1S and +1I meaning that you strike first. So you kill 5 before they strike back then they only kill one and then your champ kills another 2.
 
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