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Jump Pack Squads


captain sox

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IN this edition they see few uses. most of the enemy is mechanised so they don't have many targets. true LoS also means they'll have a harder time going whenever they want to go.

Still, you could use a 10 man assault squad to defend your "base" as a countercharge unit.

would you recommend jump packs or no? I will likely build just one Assault Squad.

In my opinion, jump packs are the way to go. If you go with a transport, chances are that you're going to end up losing a turn before you can assault. One way of avoiding this drawback is using the Land Raider or its variant, the Crusader. Of course, if you go with a LR, then you've jacked up the points of an already expensive unit.

 

Plus, jump packs just look so awesome.

another angle has seen the light ;)

 

its a shame that our assault marines are so expensive compared to the rest of our codex and then add that to the insult that C:SM do the same/beter for about 30pts lower its the assault marines proverbial nail in the coffin.

 

termis FTW

There's a few things that pretty much make them a non starter for DA.

 

As said they compete with the very good landspeeders and ravenwing bikers, something that they lose on a point by point basis.

I'd say for them to be scary in hitting anything you'd need to attach a chaplain, upping the points even more.

But an assault squad of 10 guys needs a powerfist, and you'll need 2 plasma pistols (Why oh why did they drop the flamer option!?!) for some impact vs. tougher units Although they are overpriced for their impct and "death of user" chances.

 

Look at the points for that unit. Now I point to your Terminator unit. Look at the points for a JP Chaplain, add them and compare to Belial + termies....

Now you see why we'd be pretty mad (Of a huge fan of jumppackers..) to actually add them in a DA list.

But you could always look at something angel related that does jumpers well..... ;)

Don't forget, we still have overly powerful Chaplains. If I field greenwing, I always bring a Chaplain with jump pack to lead my Assault Squad. They are a lot more playable that way.

 

Based on that, which is more viable? A chaplain leading an assault squad, or a chaplain leading a veteran squad in a rhino?

Based on that, which is more viable? A chaplain leading an assault squad, or a chaplain leading a veteran squad in a rhino?

 

An African or European swallow?

 

Well that depends on what you have them equipped with doesnt it? But I will go out on a limb and say that 10 vets (4 choppy and 6 shooty) + chap + rhino will be more effective than 10 Assault marines + chappie.

 

9 of the vets come with one more base attack, Rhino will be more durable than 11 guys, (depending on use of cover) and (depending on equipment) will be cheaper.

Nope

 

In v4 marines codex, flamers were available to assault squads.

 

Since at the time we used the entry of this codex for DA (V3 slim codex time!) , DA assault squads were allowed to field flamers as well.

 

Then codex DA were released WITHOUT the options (and without any explanation for this removal).

 

The v5 marines codex was released and the options were available for vanilla

I have one squad of five assault marines (for my 1000pt and 1500pt vanilla army) that act as a counter-charge unit usually, though sometimes I have used them as a stalling unit when I don't want an enemy unit near me for at least another turn. In my experience this is all they're good for in 5th ed as deepstriking them is a waste of time unless you've beefed up the squad and placed them very well (and got lucky with the scatter dice, too).

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