Bolter Discipline:
After an Adeptus Astartes or Heretic Astartes troop or dedicated transport unit attacks, if at least half of the models in the attacking unit attacked with a bolt weapon, the unit may enact a Bolter Drill. The attacking unit can either move (but not advance) or attack again. You cannot enact a Bolter Drill after this additional attack. If the unit moves, each model that moves must end its move closer to the closest enemy unit, and may end this move within 1" of enemy units.
What if we swap out the more shots at max range for more shots for a smaller subset of units, and greater tactical flexibility. It helps Primaris troops, doesn't help Cultists, and gives you a reason to use actual units like Chaos Space Marines or Tactical Marines or Rhinos/Razorbacks. Min sized units being taken just for a long range Lascannon or Missile Launcher are scrubbed by this. You want the unit to be out there to get its shots. Doubling those shots can give you a HUGE number of additional attacks (effectively arming each basic Marine with a combi-bolter), but you could also just use this to strike devastatingly into your opponent. The fact that you can move after Overwatch (even if it is towards your opponent) can also give you a real "counter-charge" vibe, or move units into more advantageous positions. The caveat that it has to be towards the nearest enemy unit also helps prevent some of the tomfoolery that can be done. For instance, you can't Overwatch and run away, but you could Overwatch and stop a multi-charge. Lastly, if you're down to your last models, you'll be more encouraged to keep your Sergeant rather than your Special Weapon unit, since if you only have the Special Weapon, you won't be able to benefit from Bolter Drill.
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