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I have never used space marines before (necron player normally) and don't have the regular marines codex. I'm going strictly off of the blood angels codex in WD, so this may be a simple question but i'm not clear on it from their description in WD.
In the entry for tactical marines it lists bolters and bolt pistols both under the wargear for t hem. Do they all get both? does the Vet sargeant get a chain sword like i've seen so many marine players give them?
I havent read up on the White Dwarf BA release but traditionally tactical squads can only have bolters (with options for heavy/special weapons of course) and the sergeant gets to choose between Bolter or Bolt Pistol/Chainsword.
The WD BA Codex is going the way of the new DA codex.
DA marines come with bolter, bolt pistol, frag and krak grenades as standard, and I'd guess BA marines will do also.
I haven't seen this months WD yet, but last months WD gave me the impression of being Dark Angels codex based, rather than Space Marine codex based.
I can't say I've seen it all but I live for the things that keep me hollow.
Ok, and I apologize if i'm being a bit thick headed here. but does this mean that I now model all my marines with a bolter as well as a bolt pistol, and if so do they get any kind of bonus for having the two weapons?
There is, functionally, almost no circumstance in which a bolt pistol would be preferable over a bolter. It does not grant you an extra attack, since the bolt pistol serves as merely one close combat weapon, and any situation in which you could fire the pistols and then charge you would be either:
a) better off shooting the bolters.
b) better off not charging at all.
The pistol mechanics mean that one can't move, shoot, then assault; one can move and then assault, or shoot and then assault, but not all three. That's the domain of assault weapons. Since every unit has only a 6'' charge range, in order to be able to shoot the bolt pistols (thus making use of them even being there) and then charge, you have to have ended last turn within 6'' of an enemy unit, or your enemy has to have left his men within 6'' during his turn without himself charging you. So, either your opponent is retarded, or you yourself are rather prone to making tactical oversights.
Therefore, you can fire the bolt pistols and charge, which - seeing as Blood Angels no longer have Furious Charge, gives no net benefit whatsoever - or you can toddle on backwards and rapid fire. Rapid firing weapons can shoot twice regardless of whether they move; pistols can only shoot twice if they do not move, and can only shoot once if you intend to charge afterwards.
So you have a piece of equipment in place, supposedly so that one can shoot and assault with it, but it is only even equitable to your current piece of equipment if you don't assault with it. It is perhaps one of the most redundant and self-defeating changes in the history of wargaming.
You don't have to model it, since the tactical squad sprue only gives you so many bolt pistols. And I hear that Chaos Marines in the new codex will be armed with bolters, bolt pistols and close combat weapons, despite not possessing enough limbs to do so. Presumably they have grown supplementary limbs. A tentacle or somesuch.
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Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
Where do you get that idea from? You can move, shoot and assault with pistols. I think you're confused with the rule that if you do not move at all you may rapid-fire pistols.
Anyway, often it's preferable to rapid-fire the bolters over shooting and charging, especially against combat specialists. There are occasions when the pistols become very useful, like when foes with a 6 or 5+ save stand in cover, or when you want to be in combat to avoid getting shot at yourself.
The second question hasn't been answered yet though. The sergeant comes with a bolter and bolt pistol like the rest of them, but he can exchange his bolter for a chainsword for free.