Post by Mauler on Aug 14, 2014 14:59:54 GMT
turn 4 it would've easily made it's leap over a substantial ruin when charging to hit the Wolf Guard terminators
What is the length of the oval base exactly? And what is the average charge distance on 2 dice with rerolls? The difference between the two should be the average width of terrain you could expect to jump over.
When I get more time I'll deffo field this chap more and let you guys know how it goes.
The terrain was a mahoosive high-sided two-sided ruin with the melee going on around the other side. Consolidating from the pod wreckage and a normal MTC move put me close to the ruin and an average 7-9" fleet charge would've cleared it no problems at all. The oval base is a standard flying base, not the wider Knight base. It's roughly 3.5" x 4.5" and not like 6" as I've seen some people claim. I'm not certain what effect a reroll has on a result but I think it roughly grants an average of +33% to the roll? Looking at this site: projectbiomorph.com/index.php?topic=156.0 shows that Fleet bumps the chance of an 8" charge from 41% up to ~70%, because you're leaping you're not slowed by terrain and 'cos you're an MC you get MTC and can ignore dangerous tests from landing on the terrain. So with fleet you have a good chance to clear 4.5" of terrain (8" charge - 3.5" base depth) which is a fair chunk.
In the first instance to hit the Hunters I lept just for the bonuses (+1S HOW and Strikedown), in the second instance it was to clear some terrain into combat. People scoff at Strikedown but vs Marines it's very useful; the Hunters failed their Ld check after the first assault, then automatically regrouped and are immune to death via sweeping as normal but because they were lept upon they couldn't get away due to a difficult terrain test and if they charge back into combat with anything else they hit at the last init step even over open ground.