N18 Charging Mechanics

Apr 12, 2018
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Brisbane QLD, Australia
Hi all,
New to Necromunda but have now played a lot of games. We're still struggling to understand the charge mechanics.

It says under "movement" (page 61) that models must take the shortest possible route.

We're not sure if this is designed to prevent charging multiple enemies and/or prevent charging past then into the back of enemies (to use skills like backstab).

At the moment we're playing as though you must move via the most direct route and therefore can't Engage more than 1 opponent (unless the model has a versatile weapon or whatever). However other parts of the rules seem to imply that models can charge multiple enemies. For example under "Charge" (page 58) it says "they must have sufficient movement to get into base to base contact with at least one enemy fighter". This implies engaging multiple enemies is fine, which suggests that you must move the most direct path but may use all your move as long as you end up engaged with at least one enemy.

Could the group please advise if we are doing it right or if the implied charging of multiple enemies is fine (and by association, the ability to move around the rear of an enemy to use backstab or simply force them to turnaround with excess movement).

Cheers
 
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The impression I got is that you can't charge around a fighter to reach their back. However, you can house rule it any way you want. One argument is, if you are close enough to have enough Movement to reach the back, that would be payment for reaching and attacking in the back. Personally I prefer to charge in the direction you came from, so no charging the back unless you started from there.

You can however charge more than 1 enemy. The rules already balances this with negative hit modifier (interference) and positive hit modifiers for the enemy (assists).
 
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I've generally interpreted the rule the way your group has, shortest distance to the opponent, no using spare move to run around an opponenrs back (its a very game-y thing to do and not realistic!

It does mean backstabbing is rare, and only occurs if you get a charge off on an opponents whos already facing away from you.

I think the wording around multicharge may have been geedubs trying to cover their bases if a situation arose where you couldn't get into contact with one model without getting within 1" of an other, presumably because your opponent has never heard of blast or rapid fire before.

Its never really come up, but the clarification is a rare nice to have in Necromunda
 
I agree and it is rare, but can sometimes happen in Zone Mortalis when surrounded by enemies from multiple angles. Charging multiple enemies simultaneously however is not a problem. The opponent can spread out to avoid it or receive strong bonuses for outnumbering the charging fighter.
 
yeah having thought about it I agree with that, there's no reason to limit charges to a single model, if you can pull off a multicharge go for it
 
My problem with "shortest possible route" is that RAW it forces you to jump over pits or run through dangerous terrain, even if you'd easily make the charge by slightly altering the course. In fact, I see people do this all the time whenever I play.
 
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My problem with "shortest possible route" is that RAW it forces you to jump over pits or run through dangerous terrain, even if you'd easily make the charge by slightly altering the course. In fact, I see people do this all the time whenever I play.
Yeah we EASILY ignore that without problem. Anyone should be allowed to take a longer safer path.
 
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Thanks for that feedback. I'm the arbitrator of my group and so there's a lot of expectation that I make fair and consistent rulings about this stuff.

I'm glad to hear that the consensus is that we're doing it right. We have however been avoiding multicharges so it's good to know everyone is fine with that. We will adjust our game play match. Thanks everyone.
 
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The other way to read it is that you need to declare your charge to the point you are charging to and then take the shortest possible route to get there.

It also says the fighter should take the shortest route possible not the fighter must take the shortest route possible. It can also be interpreted as a suggestion of what you should do when charging rather than what your must do. I mean I should eat more vegetables but I can choose not to.
 
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I've always taken to be you must take the shortest route to the target(s) you declared as part of your charge.
So if you say you're charging A and B, you must take the shortest route to the position that engages both A and B.

I also allow you to declare you're avoiding any hazards. So you could say you want to avoid the pitfall, at which point the shortest route becomes the shortest route circumnavigating the pitfall.
 
I also agree but shortest way can be around hazards. just because fighters are charging does not mean they are dumb.

I do want to say that arbiters should try the RISING MP SCENARIO 1: MEEEEEEEEEAT!
at least once with their group. after my group did this we had conversations about how the charge works for us. It helps everyone be on the same page on what charging models can do.

we had a fun time. Crazed Cannibals leaping gaps and crawling up walls during charges.
With them having a a 6" movement means if they are starting at the bottom of a 4" wall if they roll a 3 on the charge bonus move they can make it to the top of the wall. but if they fail they stay at the bottom. but if their is no one at the edge to charge they just run to the top.

and leaping from one building to the other or off a building. even during a charge.

they have true grit, unstoppable, and nerves of steel. it can be real surprising what they can live through and still be standing and active. 🥵
 
Reviving an old thread but we got to discussing the charge & “shortest possible” thing recently.
Nowhere in the charge action nor the movement section it is stated that you must declare an enemy model(s) as a target of charge. They make a standard move that allows them to come within 1’’ of the enemy. It’s not even required to charge towards enemy models. So technically you can “charge” even in the opposite direction. So our point is if you are charging you should take the closest route (if there are multiple ways to reach it) to a point on the table, at least making it possible to charge to the side of the model.
 
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Reviving an old thread but we got to discussing the charge & “shortest possible” thing recently.
Nowhere in the charge action nor the movement section it is stated that you must declare an enemy model(s) as a target of charge. They make a standard move that allows them to come within 1’’ of the enemy. It’s not even required to charge towards enemy models. So technically you can “charge” even in the opposite direction. So our point is if you are charging you should take the closest route (if there are multiple ways to reach it) to a point on the table, at least making it possible to charge to the side of the model.
Theoretically maybe, but "shortest route" doesn't mean running loops around enemy models, charging allows you to move within 1" of an enemy model and so in most cases you will end up in base contact, initiating combat.
 
Interesting. It sounds like the consensus generally leans toward:
  1. Declare what you are doing (and if necessary pick a particular point your aiming for to refer to for distance)
  2. Move your charge distance by the shortest route (while avoiding obvious environmental dangers that can be avoided)
  3. End in base combat of one (or more models where able)
 
You avoid a dangerous path if you want. Not like my goliath charging 5"-7" has a lot of other choices than the shortest most dangerous path. But if they do, I'll take it. You end in B2B if you want, because versatile is useful on charge also.
 
You are only required to end in b2b with an enemy fighter if you enter their 1" control zone. It's perfectly acceptable to charge at a random empty space (and it's the correct thing to do if you want to take advantage of Versatile or the free Coup de grâce that comes with charging).
 
Reviving an old thread but we got to discussing the charge & “shortest possible” thing recently.
Nowhere in the charge action nor the movement section it is stated that you must declare an enemy model(s) as a target of charge. They make a standard move that allows them to come within 1’’ of the enemy. It’s not even required to charge towards enemy models. So technically you can “charge” even in the opposite direction. So our point is if you are charging you should take the closest route (if there are multiple ways to reach it) to a point on the table, at least making it possible to charge to the side of the model.

It’s in the heading under measuring distances FYI.

Declare the action and nominate any other fighters involved before range is measured.

So you need to declare which fighter you are trying to charge before measuring to see if you make it.

And if you read the take backs and changing it ones mind section then once you have measured the distance to your selected target you must move along the measured distance.
 
Declare the action and nominate any other fighters involved before range is measured.

yes, but that's the case for shooting/close combat (imo) where you have to nominate a target and then measure distances.
For example you charge with a versatile, reach a point and when you want to make close combat attacks - you nominate an enemy fighter and measure if you are within 3" to fight.
My point is that charge is a standard move with extra rules. And in standard move you do not nominate the fighter target.
 
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understanding this is long conversation about this topic. incase any is struggling with this in their play group.
We have started using the if the charging model moves into inch of a enemy fighter. they must then move directly to that enemy fighters.
this mostly just prevents the charging right past fighters. but if there is a way to take enemies flank because your close and they are in an open room you can get the "backstab".
also if a enemy fighter is close to a door or in a hall. it makes flanking hard to imposable.
feel it gives tactical model placement to both players. and gives a melee less of a dumb feeling when they charge.
 
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