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Packless Assault Marines


BearersOfSalvation

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Actually, I've found my assault teams - especially small jump teams - to be very valuable assets no matter the opponent. They hang out with a tactical squad (or some other ranged team) and when the ranged team needs the melee support, the jump team is there.

 

Jump Teams are good in melee, but their real strength is mobility. 12" and a pistol salvo; they don't have to charge. They can also get up on top of otherwise impassible terrain (my club has a lot of plateau pieces) and fire down on the crowds below, effectively immune to being charged themselves. (They can jump down and charge in a following turn if I wish.)

 

I guess my way of thinking is "If I have to charge an enemy unit, may as well do so with two units instead of one." A jump team can really help make that happen wherever you need it to.

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