Jump to content

Jump pack armies


Jarl Bloodwolf

Recommended Posts

Well the topic says it all. What are some of the differant ways to make a jump pack based army and what are the best ways to use them? I'm not to picky about the codex and I know that many players will probably say to take BA since they can take assault squads as troops but I dont own the BA codex at the moment so while appreciated suggestions on BA armies are useless untill I get the codex. I do have the vanilla marines and the DA codexs
Link to comment
https://bolterandchainsword.com/topic/202120-jump-pack-armies/
Share on other sites

The DA codex isn't really a good choice. Regular marine assault squads are cheaper and have access to flamers (and Vanguard!)

 

I would go with a chaplain with jump pack, captain with jump pack and relic blade, and 2-3 squads of assault marines/Vanguard.

 

Of course things change with the BA dex.

You can't make a competitive Jump Pack army with Codex: Space Marines.

 

You can make a competitive Jump Pack army with Codex: Blood Angels. That's about it for now.

This. Due to the stupid way the Codicies are written, it's basically impossible to make an army that uses Codex Assault tactics... Either find a forgiving opponent that will let you adapt the Codex in the sensible ways, or use the BA Codex.

Where i play we except the use of a slightly modified set of chapter tactics, which dose allow you to run a jp army. I have personally ran an all jp army several times and can tell you several things.

 

Chaplains almost double the worth of an assault squad, flamers are great. and pf are, as always, essential.

 

I didn't feild a full jp army. I also Brought Melta speeders, some scouts, and a las predator. It was alright. It absolutley destroyed gaurd and tau. It took alot of effort to get it to beat marines. I only played it for a short while and lost once and won once against marines. Best of luck to you!

Something you could do, tactical marines in rhinos with assault marines following behind. Give the tacts meltaguns, combi-meltas and meltaguns to deal with armour, and let the assault marines deal with infantry. Each rhino gets an assault marine squad following behind for cover saves or out of LOS. Turn the rhino sideways to block more of the squad.

 

Move them as a 12" blob popping smokes with the assault marines behind. Flamers, and a thunderhammer is 240 points, and the tactical squad in rhinos is 220, 460 points per pair, which can handle anything. No where near competitive but great fun :P

Everything except for Terminators.

 

Run those blobs with Plasma Cannons, and you will fare well. And replace the Thunder Hammer on the Ass. Squad for a Lightning Claw instead, as it's main role is to deal with infantry. Run two of those pairs together, sideways and back-to-back to ensure that no rear armor shows

Coming to sixth edition Codex:BA....Jump Pack Drednoughts, Jump Pack Land Raider, Jump Pack Terminators, and Jump Pack Thunderfire Cannon! "We got wings, we are just THAT awesome!"

Our Jump Pack Techmarines need Jump Pack Servitors, so they can jump-start our Jump-Pack Predators with Jumper cables in mid-Jump.

 

Jump Pack Scouts! Jump Pack Bikes! Jump Pack Drop Pods! JUMP PACK TITANS! DOUBLE-JUMP PACKS! Yo dawg, we put Jump Packs on your Jump Packs so you can jump while you jump!

Librarian dreads can already jump, and BA land raiders deep strike I'd say the future is now in those regards.

I'd just like to mention that I would like to use Matt Ward's face as a pinata for the abominations he has made of the two Power Armour Codicies with which he was entrusted.

If you basically want all your army using JP's, Blood angels would be the best way. You can use assault marines in the vanilla codex but not on a mass level, I also find them lacking punching power and are more so a counter/hammer anvil kind of unit. I usually run a ten man squad with a PW, meltabombs and a chaplain. Don't bother with flamers or PP's imo.

I also run a similar squad with my SW, with skyclaws and a Wolfpreist.(more attacks, weaker WS). It makes up for it. Only thing the DA codex does have IIRC is the unnerfed Chaplains, thats about it.

Coming to sixth edition Codex:BA....Jump Pack Drednoughts, Jump Pack Land Raider, Jump Pack Terminators, and Jump Pack Thunderfire Cannon! "We got wings, we are just THAT awesome!"

Our Jump Pack Techmarines need Jump Pack Servitors, so they can jump-start our Jump-Pack Predators with Jumper cables in mid-Jump.

 

Jump Pack Scouts! Jump Pack Bikes! Jump Pack Drop Pods! JUMP PACK TITANS! DOUBLE-JUMP PACKS! Yo dawg, we put Jump Packs on your Jump Packs so you can jump while you jump!

 

I know 1337 Speak is not appreciated here but: ROFLMAO. I saw him in front of my minds eye, pulling aside the blanket from a jumppack with another jumppack on its back. Styled with flames and diamond decorated "strik from the skies" bling bling tag on the top.

 

But on that subject:

I never thaught about creating a jump pack based army. For me troops with jumppacks are just like landspeeders. They use speed and agility to get to some unit which is critical to the enemy and equipp them in a way that they have the maximum chance get the job done. In my oppinion they should be named "tactical squads".

Bikes vs. Jump pack units:

Lose out on the extra +1 Toughness

Lose TL bolters

No MM attack bike

No turbo boost

 

Gain deep strike

You do get better melee but agianst nids and orks it's still an up hill battle. I'm not advocating power gaming, but if budget is an issue I'd rather buy the stronger of the two.

The new Raven Guard captain lets you take assault marine squads as troops, so you could take a jump pack army. You have to include a scout squad though...

 

whys that? is it a raven guard thing?

If so couldnt you use the counts as rule to use the new captain as an ultramarine for example? that would remove the need for scouts?

The new Raven Guard captain lets you take assault marine squads as troops, so you could take a jump pack army. You have to include a scout squad though...

 

Are you refering to Shrike or to the Forge World captain. because Shrike dosent let you take assault squads as troops and I wasent aware that the rules for the Forge World captain are legal?

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.