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Assault squad build question: Thunder hammer sarge?


Spagunk

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So I am contemplating making a melta based assault squad that can ride in either a rhino or drop pod. For the most part, I am looking to ultimately do a 10x squad with 2 meltas. However, I am unsure what I want from the sergeant. I have seen lists that give him a melta pistol, one that gives him a power fist and yet another with a PW and melta bombs. However, I am wondering if a Thunder hammer may be a good alternative. Granted, this makes him only useful in close combat but seeing as how they are going to be tank hunting a lot to begin with, it would edge out over a power fist.

 

What do you guys think?

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well, I can only speak for small games, but it helped against shiny 'Nid stuff like the trygon and, more recently, a Carnifex. so against the usual big and scary, like the two i mentioned, and one odd instance with a Warboss, it does well. your Infernus should deal with the other stuff... and as with my Termies, I'm still looking forward to the day where my Red Thirst works, and i have a tank to smash.
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I have decided to take one assault Marine veteran sergeant armed with a thunder hammer. He also has an infernus pistol & the squad has a meltagun & flamer. I wish I had the additional points to also equip him with a stormshield as well. I don't see much of an advantage taking a hammer over a fist for the purpose of tanking busting but the hammer is a great tool versus high initiative units such as daemon princes.

 

0b :HQ:

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Unless it is an IC, you don't ever want to put a Storm Shield on a model with a special weapon. It is a waste of points. I'd never use a Storm Shield on a sergeant when there's wounds you can allocate to any of the other 7 non-specialist models in the Assault Squad.

 

And even in Vanguard or Honour Guard units I put the Storm Shield on a model with a regular CCW. I don't want to risk allocating a wound to a model with possibly 50pts worth of equipment and losing it all.

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Whilst a Thunder Hammer can prove its worth, too many hammer add up quickly. I find it better to add THunder Hammers only to units that are special and have addtional special combat weapons such s Lightning Claws or Powerweapons.

 

In my army only Vanguarg Vets and Death Co. are given them...along with some terminators if I take them.

 

As stated before, in most cases the ability to shake vehicles or force an enemy to stike last in the next round of combat is redundant.

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Generally don't like fists as i don't think they cut it vs tanks so i either need to buy melta-bombs for 5 points more or get a hammer instead. That said i think your better option for a jump pack assault squad is power weapon and melta bomb.

 

With the power weapon you don't waste your initiative if you roll up red thirst or have sang priests about for furious charge and you can still bust tanks; plus you can still add a pistol if you have spare points. Lightning claws is also an option if you have points to spare but i tend to save those for people with WS5 and above.

 

The main reason for fists/hammers is to help out if you get bogged down by MC's and dreads but since you have jump packs it is simple enough to just avoid those dangers.

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The power fist is the ubiquitous weapon of choice for Marines and a great equalizer. The power weapon is not bad with furious charge though. My assault squads always have power fists & I take Priests with power swords due to their WS5. The beauty of a power fist in a ten man squad is the fist is bound to strike back and they are great versus armor. The main problem with meltabombs is if you need a 6 to hit. Meltabombs works best when the tank is immobilized or has not moved.

 

0b :D

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