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Three things occured in a game yesterday concerning the actions of my Great Unclean One.
1. Because he is slow & pourposful does he get +1 attack for charging? I think that was a leftover rule from 4th edition. The same goes for plague bearers and beasts of Nurgle I suppose.
2. He moves as though he is in cover so does he strike at initiative 1 even if he is in the open. The GUO in question had cloud of flies counting as offensive & defensive grenades so would this help matters?
3. The GUO moves as though he is in cover and also is a monsterous creature so he has the move through cover skill. Does this mean he moves 3D6 (pick the best) when in cover and when in the open?
Quorn! - Protein for the Protein God.
1) They get +1 attack as normal in 5th
2) When charging, the GUO strikes at his normal I thanks to his grenades (I'm iffy on that)
3) Yep, roll 3D6
Thanks gor the replies chaps.
I suppose if a S&P model doesn't have cloud of flies it only fights at Initiative 1 if it charges. If it is charged or survives combat into subsequent turns it fights at normal initiative again.
I worked out the average movement for S&P models
S&P on 2 dice = 4.47"
S&P on 3 dice = 4.96"
So my great unclean one on average has a 5" move which is faster than I previously thought. It has a 70% chance of moving at least 5" each time.
Quorn! - Protein for the Protein God.
I am not sure I agree with your guys' assessment on slow and purposeful. It says that they move as if they are in cover. I do not see how this effects their cc attacks. It seems like it affects how far they move, but should not affect their actual attacks?
It does not affect the number of attacks they receive. That was a leftover from 4th edition that no longer applies. Instead it now affects their initiative if they do not have Assault grenades. Combining the rules of Slow and Purposeful on p. 76 it states that they are moving through cover even for assaults.
Thus combining that with the rules for assaulting through cover on page 36 your initiative is reduced to one without Assault grenades and you have to roll as if you are assaulting through cover.
frankly, it's a moot point because you're a daft bugger if you don't spend the 5 points on grenades. Besides, I would take them just for the blight grenades alone. the denied extra attacks on a charge alone is hot, especially when your ork foe looses 30 attacks from his charging boys. It's very easy to lose out on a charge due to Slow and Purposeful. I still think a GUO with flies, and then breath and/or aura of decay is one of our best anti-horde options for CC. look at those 30 boys. let's assume they're CCW equipped and somehow all make it into range on the charge for a little mathhammer entertainment. 90 attacks, hit on 4+, wound on 6+, 4+ invulnerable save, 4+ FNP.
90*.5*.1667*.5*.5= 1.875 wounds on average (this remains exactly the same every round, as the cloud denies extra attacks on the charge, and 3 str and 4 str both wound on 6+ with 6 toughness). Just my two cents on one of my mainstay Greater Daemons (for his price, he's grand)
Agreed, the GUO is just so nice for the points. Of course, in your example you didn't take into account the powerklaw (all Ork units have at least one). 3 swings, 1.5 hits, causes .625 unsaved wounds. It seems small, but with the rest of the boyz he'll be dead in 2 rounds. There is very little that can stand up to 30 boyz and a PK in combat.
The GUO is great for surviving, and with noxious touch he can pose a threat to MCs and infantry too.