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how many attacks do space marines have ?


Ikken

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so I managed to get in a game of 7th last night , it was fun , a new player in the area was playing black templar .

 

so a question came up I was running a squad of legion of the damned as an ally . and my opponent was under the impression that spacemarines did not get the extra attack for the bolt pistol because they are not listed as having CC weapons in their war gear , he understood that the pistol became their CC weapon and did not act as an extra CC weapon . I have never played SM before only space wolves , which have CC weapons listed in their war gear , i just assummed SM had the same listing .

Ultimatly I didn't think it mattred , as i was sure there was a rule that said basicly every model counts as haveing a CC weapon regardless of weather it is listed in their war gear or not , I know fantasy says this , and it said something simmilar in 6th , although it was a bit vague in the 6the ed rule .

 

what does it say in 7th ? ( i don't have the 7th ed rules yet )

 

It didn't hurt me as much as it hurt him as he had a whole army of space marines loosing 1 attack and i only had one squad .

 

so back to the question at hand , how many attacks do space marines get in CC

one the charge :

A1 +1 for charging =2

or

A1 +1 fpr chargong + 1 for pistols=3

 

after the charge :

A1=1

or

A1+1 for pistol =2 ?

 

My opponent was sure it was 2 on the charge and 1 after , but i have always played that it was 3 on the charge and 2 after , I know SW are this way which he did not dispute ,

 

I just assummed that 2 and 1 was the way his old local metta played it and since I did not have a 7th ed rule book to study and it was late and it was hurting him not me I just let it go .

 

Tactical space marines get 1 attack base, period end of line.

 

For charging, they would get 1 attack on top of it (unless it was a disordered charge).

 

Assault Marines (or marines similarly armed with bolt pistol and close combat weapon) get 1 attack base, + 1 for being "double armed" (technically 2 attacks base).

 

"Veteran marines" (Sternguard, terminators, and most squad sargents) usually have 2 attacks, and then if they are double armed (like say a sargent with bolt pistol and chainsword/close combat weapon) they would have 3 attacks-their 2 base + 1 for being "double armed"

Edit:  If his guys were being led by something that gave the unit Rage (+2 attacks on the charge) then he would get 2 on the charge.

 

Khorne beserkers should be 2 attacks base, + 1 for being double armed, and THEN get their Mark of Khorne bonuses (Rage-2 attacks on the charge, and Counter attack, +1 attack if they are charged), but Phil Kelly has Failed Chaos and needs to be turned into a spawn.

 

That's why I play Grey Knights and Tau now-if I'm going to be paying Grey Knight prices in points anyways I demand Grey Knight performance from my units.

I believe the Legion of the Damned have a base of 2 though

yup base 2 . with a 3++ and all shots are flaming and ignore cover . They did well , assaulted into CC to resque the last member of a gh pack , mopped up the remains of the 15 man squad he was fighting ( about 10 guys ), the sargent killed the enemy warlord in a challenge , then the tarpitted a squad of terminators and a lone terminator that survived previously and joined the CC . 3++ was nice , and the 5+ FNP while the sargent was alive paied for the item that gave FNP several times over .

the unit cost 335pts

I believe the Legion of the Damned have a base of 2 though

They do indeed, have the dex pulled up now.  The Seargent of the squad can pick up a second CC weapon, giving him an option for 3 attacks before the charge.  I'm ordering my first 5 Legion tomorrow, how are you feeling with running Legion with your Wolves?

 

They do indeed, have the dex pulled up now.  The Seargent of the squad can pick up a second CC weapon, giving him an option for 3 attacks before the charge.  I'm ordering my first 5 Legion tomorrow, how are you feeling with running Legion with your Wolves?

 

 

 

I thought they did well , I think they got their points back , ( 335pts ) and they were one hell of a tarpit unit , they tied up a squad of terminators for about 3 full turns , and were still alive and in CC when the game ended T7 . I had them kitted out with Multi melta , melta , PW on sargent and the FNP item on him .  my thought behind the melts was to drop in and take out armor which didn't happen , they may have been better off with plasma , not sure .

 

I liked them though , kinda fluffy and they ended up playing very fluffey resquing a squad that was doomed in the CC they were in .

 

I have plans to convert a bunch of units of them , i plan to use hobbyhottips trick for sculpting ice using acrylic nail stuff to model psychic flames on them . Hopefully it works the way I want it to look .

 

 

 

Assault Marines (or marines similarly armed with bolt pistol and close combat weapon) get 1 attack base, + 1 for being "double armed" (technically 2 attacks base).

 

+ the hammer of wrath attack at I 10

Only if the have Jump Packs, and then only if they don't use those Packs in the Movement Phase.

You didn't get the 2 ccw bonus with true grit when charging. We're better of with our current tri weapon setup

I'm getting fed up with my phones auto correct

It's something of a semantic point, but I'm afriad you're wrong. You always got the +1A for 2ccws with true grit, but you could never claim the +1A for charging. This mattered if defensive grenades popped up msn-wink.gif .

 

 

They do indeed, have the dex pulled up now.  The Seargent of the squad can pick up a second CC weapon, giving him an option for 3 attacks before the charge.  I'm ordering my first 5 Legion tomorrow, how are you feeling with running Legion with your Wolves?

 

 

 

I thought they did well , I think they got their points back , ( 335pts ) and they were one hell of a tarpit unit , they tied up a squad of terminators for about 3 full turns , and were still alive and in CC when the game ended T7 . I had them kitted out with Multi melta , melta , PW on sargent and the FNP item on him .  my thought behind the melts was to drop in and take out armor which didn't happen , they may have been better off with plasma , not sure .

 

I liked them though , kinda fluffy and they ended up playing very fluffey resquing a squad that was doomed in the CC they were in .

 

I have plans to convert a bunch of units of them , i plan to use hobbyhottips trick for sculpting ice using acrylic nail stuff to model psychic flames on them . Hopefully it works the way I want it to look .

 

 

Id probably say melta is a better option on them (or flamers), as it allows them to charge after firing. Plasma is good on GH cos they can stand and shoot, then recieve a charge well with counter attack, but i always go for melta on a unit that is assault orientated.

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