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taht would also be nice.
You know what they say, if you dont like the weather in houston...go back to where you came from
Ok the choice here is pretty clear.
You have 2 options:
1. Stand and shoot: 20 shots, 13 hits, 6 wounds. They might lose 2 marines.
And on their turn they can move fire or assault you if they want. Remember that marines like to carry plasma and melta weapons. So, either they unload a ton of shots at you (you're within 12" so they'd get 2 shots each) or they decide to assault you and get double their regular attacks. BAD IDEA.
2. Dont shoot, charge!: You get to move another 6" on the board forward, which is nice. You get 21 attacks, 14 hits, 11 or 12 wounds, (2 or 3 unsaveable), plus another 2 or 3 dead from failed saves. So, you've moved up, you've eliminted your opponents ability to fight in CC effectivley, you've blocked LOS for your other guys behind you, which lets them move up more. You've eliminiated the ability for your enemy to shoot which is really their only stong point.
Remember: When in close combat, you're quadrupling the Grey Knights ability to do damage. You get double attacks all the time and wound on 2s, plus you get to kill on your turn and your opponents turn. Its probably more than quadruple, but...you get the point.