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Still trying to make sense of True Grit


Asterixlee

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So here's what I seem to understand.

 

A Grey Hunter with a bolter can either fire two shots within 12" or one shot over 12"

He cannot assault in the same turn that he fires because a bolter is not an assault weapon or a pistol. If he does assault (or gets assaulted) he gets two attacks because the bolter counts as a CC weapon.

 

 

A Grey Hunter with a Bolt Pistol can fire one shot within 12" and then assault, receiving a +1 charge bonus because the pistol is assault 1, for a total of three CC attacks (on the charge)

 

 

I either have a firing line with an extra CC attack that doesn't care if it gets charged or a CC squad thats the same as a vanilla marine BP/CC squad.

What the grey hunter special rule says, overall, is "grey hunters are unusually good at defending themselves against enemy charges".

Yeah, pretty much. They get twice as many close combat attacks as their vanilla counterparts armed with bolters. Combined with counter-attack, keen senses, and an older version of stubborn *thought it no longer applies* thats why we cost 3 points more than our brothers when this codex came out.

Actually they get two attacks either way... they are in fact equally good at charging and receiving the charge.

 

40k announcer says "Common down and pick up your grey hunters NOW! Along with keen senses and excellant equipment they get two attacks all the time! Thats right, charging, receiving, seven turns from now. Gettem before their gone!!"

Dont even joke about it, your right.... wich is why one of our squads usually runs around 230 pts and a codex squad usually around 190pts. Were better, and we pay for it strait out.

 

Yeah, it's always funny seeing an ork player charge a GH line and expect to win...

 

Seriously though, we do pay for every bit of awesomeness we have, which is why we are always out numbered. We expect more out of our troops, and they typically come through for us. It just hurts that much worse when your dice are against you.

 

I do hope we keep the counter charge, as it's what makes us different from any other marine. BA's are the assault squad army, DA's shooty, BT's the assault+numbers army, we're the counterattacking army.

Its "as if you charged". When you charge true grit fails to work "as a bolter is to unweildy to use in this fashion while throwing oneself headlong at the enemy. Of course if your not using the bolter as a CCW youd get the attack... so a bolter+powerfist GH has an additional attack.

@grey mage. i'm not trying to argue, i just want to be sure thats all. ;)

 

my understanding of it was that since you hadn't actually charged, you still got it. the words "as if you had assaulted" were just there for clarification purposes.

Im not wanting an argument either.... just making sure that Id gotten both the quotes out there. I can see where youve gotten your idea a bit... if youve got more to back it up Im willing to listen as I havent re-read the BRB in about four months or so. The interpretation Im going on is also the one that lets bloodclaws get +2A on the charge/counter charge. If the alternative interpretation could be proven thered be quite a stir in the community lol :)

GM has it right, and you can also reference the B&C 5th ed FAQ on the top of the page for how this works as well. But in short, it goes as follows:

 

If you pass your Ld test, you may then use your countercharge ability, which is as if the GH's charged (ie, 1 attack for being a model, 1 for charging, 0 for having a bolter).

 

If you fail your Ld test, you dont use countercharge, but you still have true grit active (and you still pile in due to the 5th ed rulebook) and would therefore still have 2 attacks (1 for being a model, 1 for ccw and true gritted bolter).

 

If you happen to have CCW/BP armed models and they pass the Ld test, you would have 3 attacks (1 for being a model, 1 for charging, 1 for 2 ccw's).

 

A wolf pelt will give an additional +1 attack on a countercharge as well (making IC's even more dangerous on the counter than if they charged!).

 

And if memory serves, BC's will still benefit from berzerk charge and get all 4 attacks on the countercharge, tho correct me if i'm wrong here GM.

 

Edit: I think what's hanging you up is the difference between the counter attack ABILITY and just the mechanics of CC with the new edition where everyone does the "pile in move" that counter attack used to be. It changed with the advent of the new edition to grant models with the ability to count as charging if they pass the Ld test. This is what makes GH's so nasty. In close combat, they will ALWAYS have at least 2 attacks for every assault phase (between true grit or countercharge). This actually makes them as good as nilla vets in some regards.

well, the interpritation i have, and so do some of my wolf freinds is that thay line is just for clarification. so my understanding is blood claws only get 3 attacks on the contercharge, but grey hunters get 3 as well.

 

because the BRB says the unit takes a leadership test when assaulted, if passed it gets the +1 assault bonus to their attacks (then the coma), like they had assaulted that turn. thats where it gets confusing. for us it has meant that grey hunters get +1 (as i believe in the faq they say that this can give units more attacks than if they charge), but blood claws only get +1. this makes the most sence too me, because i don't see blood claws being as effective on the counter-charge, but i do see grey hunters being better (the whole "the best offense is a good deffense" idea)

thanks a lot onlyindeath! that changes supprisingly little with my army actually...hmmm...(my grey hunters almost never get into combat for some reason). i'm glad to get that, and will consede the point. so my blood claws get 4 attacks on the counter charge...hmm....

K, so if im following this correctly, it should look something like this:

 

Grey Hunters:

2A when charging

2A when counter-charging

 

Blood Claws:

4A when charging

4A when counter-charging (asked a guy from GW, since they have berserk charge, the get all of there attacks when they counter charge)

well i just wanted to say thanks again to OnlyInDeath and Grey Mage for the help and clarification. I was talking to my wife (a 1k sons player) and now she is REALLY scared of my blood claws. so it has helped quite a bit already! thanks again guys
Well why wouldnt they be as effective on the counter-charge? If you look at it from a realistic POV (I know this game doesn't do well with reality but sometimes it helps to get perspective) they would be infuriated to be attacked and would re-double their efforts in fighting, as it says in the Space Wolf Codex's description of counter-attack, the Space Wolves believe the best defense is to go on the offensive. The Blood Claws, being hot-headed and full of the thought of glory in battle, would be just as fierce, if not more so, in a counter-attack.
Right so my WGBL with bolter, fist and pelt would get 5 attacks right on the counter but only his base 4 on the charge? sounds right, just wanna be sure so I don't cheat my mates.

 

No I believe it's 6 on the Counter and 5 on the Charge. Unless your actually using the Bolter to get the +1 attack then it doesn't restrict your charge bonus and Power Fists can no longer get +1 attack for anything except another fist, so you'd get +1 for charging, or +1 for Counter Charging and +1 for the Pelt when counter charging.

I thought that pelt doesn't work anymore.

 

Anyway: How about power fists? Should i take PW to GH's instead of Fists? In case of BC's fist is usefull anyway, but with GH's would it be beter to take PW just to get some extra attacks?

 

I have a Apoc. match coming up and i was planing to take my SWs for the ride for the first time if i can't arrange a traning match before that.

 

My plan was to take GHs in rhinos and put Blackmane and some BCs into a Land Raider (then again, Ragnar seems to give that ability to any unit he joins...) . Rhino squads would basicaly just dismount and shoot (hence they would have a plasmagun and LR squad would charge whatever they can.

 

I'm not sure how many wolf guards i would take, but propably least one for that LR squad. If i manage to get/borrow/steal another LR, i propably get some terminators with Heavy flamers, possibly lead by Logan.

 

I will have a another terminator group armed with Cyclone missiles, but i'm not sure if i can get some wolfs in that pack.

As far as I know Pelt's still work, there's nothing that contradicts them unless I'm forgetting something.

 

And Power Fists? Heck ya! IMO there should always be at least 1 PF in a SW unit, you never know when you'll need those str 8 attacks, whether fighting Dreadnaughts, Monsterous Creatures, Multi-Wound models or Characters, they almost always come in handy where Power Weapons are nice but I never see them do quite the damage my Fists do.

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