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Use of the True Grit
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Old 19 Jan 2006, 18:40   #1 (permalink)
Shas'El
 
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Default Use of the True Grit

I'm thinking about using the true grit/countercharge skill for a unit in my army. But
I'm not totally aware of all the pros and cons.
Which unit would benefit most for it?
Which combinations of wargear would be the most useful etc.
Help me ot here.
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Old 19 Jan 2006, 18:42   #2 (permalink)
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Default Re: Use of the True Grit

Im not sure on it, but you would need a Lot of chainswords....
Or proxies....
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Old 19 Jan 2006, 18:53   #3 (permalink)
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Default Re: Use of the True Grit

Quote:
Originally Posted by Ultima Weapon
Im not sure on it, but you would need a Lot of chainswords....
Or proxies....
Actually you don't, its assumed all models with true grit have a close combat weapon.

That said please feel free to give your guys all sorts of pointy objects (I did it for my wolf guard and they look pretty spiffy).


True grit is an awesome ability that can really let your squads be all round good at everything.

The obvious disadvantage of true grit is losing the extra attack on the turn you charge.
However this isn't really a disadvantage for a tactical squad with true grit because if they're within 12" of an enemy they should be using their bolters which will prevent them from charging.
Where true grit/counter attack becomes useful is when you are charged. Counter attack ensures all your models are within 2" of enemy models and the true grit can double the number of attacks you have.
Stick a tactical squad in cover and shoot the enemy as they come towards you. Once they reach you they're in for a nasty suprise because what they thought would be a pushover squad does a signifcant amount of damage to them. (10 tactical marines will give you 20 attacks! If there's a vetran with powerfist in there it'll hurt him even more).

So where true grit really shines is on your tactical squads. Almost every memeber of these squads will have a bolter so you're not wasting points on giving it to guys with special/heavy weapons.

If you keep a couple of close combat specialist squads like vetrans/assault squads behind your tactical squads you can draw your opponent in and hold him in place with your tactical marines, who are actually pretty decent in combat. Then the next turn you counter charge him with your specialist attacks squads and finish him off.

Another option is taking tactical squads with true grit and drop pods. Drop them within 12" of the enemy, blast them with close range bolters and then when they charge you beat the snot out of them!

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Old 19 Jan 2006, 18:55   #4 (permalink)
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Default Re: Use of the True Grit

Wow,Falstead, you hit 2 birds with one stone there.
True Grit sounds useful now, and you must agree, Chton.
Cheers Falstead! ;D
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Old 19 Jan 2006, 20:51   #5 (permalink)
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Default Re: Use of the True Grit

Yeah, sounds good.
I have got a few spare swords, but I also mod a bit on my bolters.
For first, I remove the small barrel of the bolter, and add the front end of a kroot gun. For second, I remove the front grip of the bolter and add a imperial guard chainsword, as a bayonet. (need some green stuff for this.)
All kinds of other pointy stuff also looks nice.

I often play against imperial guard, tau(with a lot of kroot), eldar and orcs.
This would also make true grit more efficient. The marines with their high initiative will strike first so. I can move forward, rapid fire my bolters, then wait for the charge which my marines would strike first in. Sounds good in theory.
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Old 19 Jan 2006, 21:01   #6 (permalink)
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Default Re: Use of the True Grit

I use true grit regularly. I highly recommend it if you are using lots of bolters in your army.

My command HQ is simple: Master with PW and BP with some extras, and he's leading 9 infiltrating marines, 7 of which are carrying bolters and the squad has True Grit.

Not very impressive sounding I know.

Thing is- these guys are terrors against horde opponents. They're not an "assault" squad- they're more like a firing squad that can halt and weaken enemy assault such that most assaulting units either fail to make my main battle line, or are ineffective once they've broken through.

I use the inflitrate to set them up for maximum efficiency, and this helps me determine whether I'll be playing an offensive or defensive set this game (this is the beauty of Marines, you can run 2 different strategies with the same list). The rest of the game their either forming up bolter-traps, or softening enemy front lines for assault.

Bottom line: True girt is an extremely useful skill once you master it.

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Old 19 Jan 2006, 21:11   #7 (permalink)
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Default Re: Use of the True Grit

Which armies are allowed to take true grit? I don't see the rule in the troop entries in the codex or anything.
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Old 19 Jan 2006, 21:35   #8 (permalink)
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Default Re: Use of the True Grit

When you explaining it like that the clouds in the sky seem to part. Thanks for the explanation on True Grit.
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Old 19 Jan 2006, 22:07   #9 (permalink)
Shas'Ui
 
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Default Re: Use of the True Grit

SMs gain True Grit and Countercharge through a Trait___Brothers in Arms or somesuch.

Hey Yriel, where can I get info about setting Bolter traps and other SM tactics? It'd be much appreciated if you obliged.
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Old 19 Jan 2006, 22:22   #10 (permalink)
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Default Re: Use of the True Grit

The Trait is called "Trust Your Battle Brothers" often refered to on the forums as "TYBB". It is a very effective trait. Probably the best one the Space Marines have. Copmbined with "See, but Don't be Seen", you have a nasty nasty army. Just thinking of a hoard Space Marines army loaded up wtih Tactical squads is making me giddy, though my wallet may be groaning right now...

The new Trait system just goes to improve your army's (mainly the Tactical squads) effectiveness, for such a little cost too. But then again its not the trait that does the work, its how you use it, as pretty much every other unit in the game :P

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