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First turn assaults are deadly and there are quite a few units in the space marines army list that are capable of laying the hurt down on opponents who foolishly believe they are safe from your deadly close combat unit.
Now the master of the first strike assault is Kayvaan Shrike of the Raven Gaurd hands down. Having fleet of foot gives this CC captain and his army the ability to get stuck in 1st turn and take out your opponents important vehichles or units early on. There are a few units still that dont need Kayvaan Shrike to 1st turn assault an opponent but to have a higher chance of getting that 1st turn charge i would advise taking kayvaan shrike. now im going to assume for purposes that we are playing pitched battle so you can see the distance that these units can reach.
1. Scout Speeder-plus 5 Scouts. Has a 24 turboboost scout move. Then a 12 regular move then the Scouts can get out and Assault 8. this gives you a total of 12 on+24 turbo+12 speeder move+2 disembark+6 Assault= 56 inches an additional D6 if you are playing Kayvaan.
2.Scout Bikers-12' inch on+24' inch turboboost scout move+12 move+6 inch assault=54 inches +D6 if you have kayvaan
3.Korsarro Khan-12' inch+12'inch move+D6 fleet of foot+6 inch assault=30 inches +d6 cause he has fleet on his bike.I wouldnt advise using the khan by himself to get the charge off but he can do it.
4.Cato Sicarius+Tactical+Rhino- Tacticals have scout- 12 on+12' Scout move+2 disembark+6 assault=32 inches +d6 with Kayvaan
5.Land Raider w/Terminators-12'on+12'move+2 disembark+6 Assault.=32 inches +D6 with kayvaan.
6.Kayvaan Shrike+Scouts-Infiltrate 18.1 inches away- 6'inch scout move+ 6 inch move+D6 Fleet+6'assault=19-24 inches
7.Kayvaan+Assault marines/Bikes-18.1 inches away-12 inch move+d6 fleet+6 assault=19-24-inches
9.This last one is a bit tricky and a lot of oppenets will argue that you cant do that but there is nothing ive seen in the rules against it I read this from another post.Infiltrate your terminators with kayvaan. 18.1 inches away. Jump Kayvaan 8 inches then walk the terminators 6 inches so kayvaan will rejoin the the squad because of the independent character rule. D6 fleet of foot. then 6 inch assault. this can in effect get your terminators in assault on the 1st turn but you will need a good fleet of foot roll of a 5 or 6
These are all the 1st turn assaults that i could find in the space marines book if there is any others let me know but have fun with this
40k Ultramarines W-44 D-12 L-14 (This record is a combined from ArdBoyz and RogueTraderTourneys)
Warhammer Choas DaemonsW-4 D-0 L-2
For the first few, remember there is a minimum distance you can be from the enemy after completing the scout moves.
Also, a unit cannot assault out of a Rhino, if it moved. This vehicle does not have the Assault Vehicle rule.
what is the point you are making? I don't quite seem to get it.
Yes, there are options for a first turn assault with Codex: Space Marines. (The Land Raider, though, is none of them. You counted the 32" from your own table edge, and your opponent's deployment zone in a pitched battle is 36" from your table edge. So even if he deploys right at the front, you won't make it. And the move you describe under 9 is illegal, check the rules forum. There is a very recent thread on that topic.) I think the large majority of players is very much aware of this and has either discussed, used, or at least considered these possibilties.
If the point of your post was only to make a list of how Space Marines can do a first turn charge then consider my question answered. Only remember that the land raider won't get you a first turn charge and that the move under 9 is illegal, also -as Xpyre35 has already mentioned- a scout move may not take you within 12" of an enemy, and you can't assault after disembarking from a rhino.
So in effect: only 1, 2, 3, 6, and 7 are possible first turn charges. And by the way: where is 8?
I woke up in the middle of the night to realize that I must correct myself: in combination with Shrike, a 1st turn assault with a land raider is theoretically possible.
And yet again: I don't see the purpose of this thread very clearly. There are a lot of possibilities for 1st turn charges. Scout bikers and scouts in landspeeder storms without Shrike, and lots of options with Shrike. Yet, most of them depend on good run rolls and on you going first, some additionally on the enemy deploying on the borders of his deployment zone and you deploying directly opposite which is hard to do when you're going first. So unless you use the safer methods (the scout units mentioned or assault marines infiltrating with Shrike) this first turn charge is nothing to rely on, and even with those safer methods you depend on going first after infiltrating / scout moving, so if your opponent goes first or seizes initiative he can walk away and leave you stranded and/or shoot you to pieces before you assault. Thus this thing isn't exactly a viable overall tactic in my opinion.
Plus, SMS do not strike me as an army that can put enough CC units in a fight on the 1st turn without use of some DPs to make them last...
And I say theoretically because you have to deploy more or less directly opposite to the enemy force and it must be deployed near the edge of its deployment zone and you must have first turn so that they do not move away. Since usually the opponent either has the ability to deploy further away (if you go first) or move away (if he goes first) you will only be having your first turn charge with the land raider on rare occassions (as opposed to relatively reliable first turn charges with scout bikers and/or landspeeder storms).