I don't play 40k and I don't have any of the books, but I have ONCE AGAIN heard some people talking about how powerful the space marines are, compared to normal people, and I had a sudden thought I need rules knowledge to disambiguate.If a unit with 1 surviving standard guardsman charges a unit with 1 surviving standard marine what are the dice rolls that determine the results of that one charge? Assuming the luckiest rolls possible, is it possible for that guardsman to kill that marine?If it isn't possible to do the 1-turn kill, what are the rolls the marine will make in retaliation, and what are the odds that the guardsman survives those to get another try against the marine?(I'm not sure if "standard marine" and "standard guardsman" make sense - if you're playing a specific codex, will there be rules that make *every* marine non-standard, or is there a type of marine that every chapter gets? And same for the guardsman. If there's no "standard," then I guess I'm thinking of a Cadian charging an Ultramarine, just for being the two poster-boy codexes)
holy secondary
>>96462570Yes one unit of Guard could beat one unit of Space Marines if they rolled well enoughIn fact Ogryn have just straight up better stat lines than Space Marines doSpace Marine fanboys are retarded glazers who think their favourite faction could solo fiction, they're wrong, this isn't news
>>96462727>if they rolled well enoughHow well though? What are the actual dice that need to be rolled, and how high do they need to roll?
>>96462743It depends on the edition.
>>96462743Reminder: This is literally a writer for the 40K Netflix series asking you to do his homework. Whatever you tell him, they will make Henry Cavil act out as canon.
>>96462748Newest>>96462756lmao you think hollywood cares about this kind of nerd shit?
>>96462766>lmao you think hollywood cares about this kind of nerd shit?unironically yes
>>96462772But not enough to check a book, only enough to ask on tg and hope some anon doesn't lie to me? You are a delusional faggot.
>>96462570>I don't play 40kThen why the fuck do you care?
>>96462792>But not enough to check a book, only enough to ask on tg and hope some anon doesn't lie to me? You are a delusional faggot.Its literally (You) all over again, lol, lmao
>>96462570It's not hard to calculate. You know the each strength, toughness, armaments, and save. Choose your favorite edition, look at a couple tables, and do some high school level math.
>>96462839>It's not hard to calculate. You know the each strength, toughness, armaments, and save. Choose your favorite edition, look at a couple tables, and do some high school level math.>>96462570>I don't have any of the books,
>>96462570I am going to treat you like an idiot because this is a stupid question, but I am going to give you a correct answer because it bothers me to have people giving out inaccurate information. If you ask the magical light box (ie: Google it) you might be surprised how easy this information is to collect.In the latest edition a single guardsman remaining from a unit of standard guard infantry (Cadians, Catachans or Krieg) cannot kill a single remaining Space Marine from a standard space marine infantry squad (Intercessors or Tacticals) in a single round of fighting. This is because regular guard have only damage 1 for their melee attacks and a Space Marine has 2 wounds. In order for a single guardsman to kill a Space Marine in a single Fight phase, the survivor must be a sergeant (Cadians) or watchmaster (Krieg) with a specialist close combat weapon, either a Power Sword or Chain Sword. Either will provide at least one additional attack and make it possible for them to kill the Marine before they retaliate.As for the specific odds of outcomes, I direct you towards the Quick Start Rules on the official website, six sided dice and a calculator. You can also google one of the plethora of mathhammer apps people have made in like half an hour with bits of string, buttons and a twist tie.
>>96462570Guardsman hits on 5+Space marine rolls armor save 3+ or diesSpace marine hits on 4+Guardsman rolls armor save 5+ or dies
>>96462570Guard rolls 2d6 to charge. Sane people like 7" charges so he makes it in half the timeHe needs a hit of like 4+ so he hits half the time, call it 25%He wounds probably also on a 4 or 5 so call it 12.5%The marine has a 3+ save and two wounds. So 4%, and then the whole thing has to happen again, so we'll call it a 1/1000 chance Actually its less because the marine hits back, but also more because the guard can try again if he survives the second turn, so... close enough
>>96462861Thank you :D> As for the specific odds of outcomes, I direct you towards the Quick Start Rules on the official websiteYou must forgive me for not expecting GW to give away anything for free :(I found a link* that has both a "download core rules" and a "quickstart guide" but the "core rules" returns 403 forbidden, and the quickstart rules don't have unit stats.*warhammer-community com/en-gb/articles/7VlmRolQ/download-the-new-warhammer-40000-rules-for-free-right-here/
>>96463237Also thank you.
>>96462727That's funny cuz Guardsmen players think the exact same thing and go ten extra miles of glazing.
>>96462570A single guard with a regular weapon cannot kill a single space marine in melee, the guard does a single one damage attack that he has to roll 4 or greater to hit, then roll four or greater to wound, and then the marine has a 50/50 chance of saving, but the marine has two wounds. If it was a sergeant with a chainsword he would get 3 attacks and could with good rolls kill a marine. All of these are concessions, in the 'lore' marines can be killed by lucky hits or exceptionally skilled regular humans. It's just hard.This is a dumb thread
>>96462570Brick!
I consider ALL space marines and psykers Xenos and posit that they MUST FUCKING GO.Total altered human genocide NOW!!!!