Assault ranges were one of the biggest changes in the move to 6th edition. In total opposition to 5th ed, we gained the right to premeasure the charge range, but lost the ability to know exactly how far we could charge. I’m sure Heisenberg would be proud… So here’s a question for you:
Barra the Berzerker Champion is leading his unit to collect more skulls for the brass throne of mighty Khorne. 8” to his left in open terrain is a squad guardsmen, 6” to his right is another guard squad in cover – which is he more likely to reach? If he had a banner of wrath how would that affect his chances, and what if it had been a unit of Possessed rather than of Berzerkers?
For most units in 6th ed, the charge range is determined by the sum of 2d6, or if in terrain, 3d6 dropping the highest. The mechanics get more complicated as some units can get a reroll, and others can reroll specific dice (i.e. Fleet). As most of you know, 7 is the average result on 2d6, but this can lead to the unfortunate assumption that you should expect at least a 7. I’m sure as more people get some games in and launch assaults in 6th, they realise that this is not the case…
Let’s look at the no terrain mechanic first. I’ve charted the odds of making the charge for a straight 2d6, 2d6 with a reroll, and Fleet (i.e. reroll either or both dice).
Unsurprisingly, having a reroll improves your chances, and being able to pick and choose which die to reroll increases your odds even further. That assumes you know when is the best time to reroll just one dice (i.e. my results assume you make the optimal choice in all instances).
We can see from the chart that at 8″ our Berzerker friend has only a 42% chance of reaching the guardsmen in open terrain. If his squad has the Icon of Wrath, then he can reroll charge distances, which would bump his odds of reaching them to 66%. A Possessed Chaos Marine has Fleet, which enables him to pick and choose which dice to reroll – raising the odds of reaching those guardsmen to 72%.
To make life easier for you dear reader, for units with fleet, I’ve got some rules to make sure you make the best reroll you can:
Range: 3” or 4” reroll both
Range: 5” reroll anything <3
Range: 6” to 10” reroll anything <4
Range: 11” reroll anything <5
Range: 12” reroll anything <6
Note1: when I say reroll anything <x I mean if both dice are <x reroll both, and if one die is <x reroll just that one.
Note2: If the above rules don’t work for a specific result then reroll the lowest die only e.g. range 10” and you roll a 4 and a 5 (say), just reroll the 4. In the case of doubles, just arbitrarily pick one for the reroll and keep the other.
So what about the terrain? In the question above the Guardsmen in terrain are closer, but does the terrain make it less likely to reach? You’ll have to tune in next week for that one my friends!