In theory; yes. In practise it's not that realistic due to how piling in after charging works, plus you're not really going to be shooting tons of models of the table this way anyway. Which highlights a weird issue with this combo. For a unit that revolves around getting free rounds of shooting, their ranged attacks are surprisingly weak, and their melee profile is surprisingly strong. To the point you're better off just charging into melee for damage unless you desperatly need that extra rend.
To be honest hunters are just bad and there shooting attack will only be doing like 2 damage so you a better off just not fielding them. Chargers seem okay and fun. The model looks great so that is a plus.
I'm excited as fuck to try dumb spam armies. Recently sold 2 of my 5 dreads and now it's time to get some kroxigors and scarvets to back up my oldblood on carnos
That can be solved by charging with the chargers, get your free shooting, and then charge with the hunters. I can echo the sentiment that as light cavalry they're not going to hold up to much more than a stiff breeze, but skink units outside of the big monsters are glass cannons at the best of times anyway.
No you can't, they only get their free shooting at the end of the charging phase. Not immeadiatly after the chargers charge. And they only get to shoot if they aren't in melee. So you have to choose 1; a round of free shooting, or get them into melee. Which kind of undercuts the core idea of them supporting the chargers. If you could do it immeadiatly after the chargers charged it'd work fine.
I strongly believe that GW thinks endless spells were a mistake and wants to remove them entirely, but can't because they gave so many factions their own unique ones.
Yeah, that thing is weird. I'm wondering if they'll make more Incarnates like they implied when it came out...
I do wish it rolled out that way (it still might get FAQ'ed that way, but probably not). I do still like the idea of running the hunters up a flank to get pulled into combat if the opponent gets greedy with their pile-in.
Fair enough. As far as I'm concerned, they're only there so that you can build a Skink-only army with more than just skirmishers and big dinos, and Skink meta looks like it's being given the boot this edition in favour of things that are supposed to have a spine.
As a three part spell like shackles, either dumps chipping mortals across a wide range or turns off objective contestation for units with x characteristic (units that count for 10 models or more for example, or units that aren't wholly on the objective)
I am still going to try out 30 blocks of melee shield skinks for giggles, but now that all of my saurus warrior models count for a million points each, I am suddently points rich for army building.
Saurus warriors are now properly in the heavy infantry club alongside chaos warriors. Paying 200pts for 10 bodies is par the course for them. Just on points alone, I've got about 1800 in saurus warriors alone - 3 blocks of 30 spears.
According to the general's handbook. In the combat phase the unit is within 3" of an enemy or has made a charge move this turn and hass not already fought is eligible to fight. (12.1) Pile in is part of the fight sequence. (12.2) So according to the rules the Raptadon chargers in your scenario are still eligible to perform a pile in.
Do we have confirmed base sizes for the Aggradon lancers? (My guess 75×42?) Scarvet om aggradon? (My guess 90x52?)
I mean, just having chargers would've been enough for that. Especially since also have rippers & terradons. The hunters don't seem to add anything compared to those three.
Ah right, I wanted to math these guys. 10 Chargers melee: 6.67 from lances, 8.89 from bites, 15.56 total - when fighting on objectives, 22.23 (yikes!) And none of their damage is contingent on actually charging, which is a bit weird for a cavalry unit having "charge" in their name, but I take it. 5 Hunters ranged: 2.1 (oh my) 5 Charger melee with Cold-Blooded Unity: 4.4 from lances, 5.56 from bites, 9.96 total - when fighting on objectives, 14.44 5 Hunter ranged with Deadly Cohesion: 2.1 (oh my oh my) damage for mixed group: 14.17 total - when fighting on objectives, 18.62 5 Hunter joining the charge: 1.25 from clubs, 5.56 from bites, 6.81 total (not advisable because of activation problems, just for completion's sake) total damage in this case (if both units survive to strike, lol): 18.89/25.43 Conclusion: Hunters DOA, Deadly Cohesion rule = game design fail. Running five Hunters to increase the damage of 10 Chargers is still not worth it given how fast the Chargers are going to die.
I'm not sure they would like to remove endless spells. Not when the brand new slann can control up to 3 endless simultaneously.