captain sox Posted November 12, 2011 Share Posted November 12, 2011 Hey everyone. just want to get your opinions on jump pack assault squads. Do you field them often? Or is it better to put them in a transport and zoom them around. let me know. Thanks Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/ Share on other sites More sharing options...
Chaplain Lucifer Posted November 12, 2011 Share Posted November 12, 2011 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. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922186 Share on other sites More sharing options...
captain sox Posted November 12, 2011 Author Share Posted November 12, 2011 would you recommend jump packs or no? I will likely build just one Assault Squad. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922188 Share on other sites More sharing options...
Chaplain Lucifer Posted November 12, 2011 Share Posted November 12, 2011 assault marines also compete for fast attack slots with RW bikes and speeders, so unless you are planning a fun/themed army I would leave them out of any competitive lists builds. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922189 Share on other sites More sharing options...
Viray Posted November 12, 2011 Share Posted November 12, 2011 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. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922271 Share on other sites More sharing options...
Brother Immolator Posted November 12, 2011 Share Posted November 12, 2011 Cant we just pretend that they dont exist? Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922285 Share on other sites More sharing options...
Xyon Posted November 12, 2011 Share Posted November 12, 2011 I didn't really find assault squads effective in 3rd or 4th edition. And especially now in 5th with jump packs they're just out in the open. Not to mention they're kind of expensive for what they do. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922383 Share on other sites More sharing options...
captain sox Posted November 12, 2011 Author Share Posted November 12, 2011 good advice all. I think as it stands now, I will just work on more Terminators, Bikes and Veterans. Thanks@ Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922387 Share on other sites More sharing options...
timmytool Posted November 13, 2011 Share Posted November 13, 2011 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 Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2922693 Share on other sites More sharing options...
krewl Posted November 14, 2011 Share Posted November 14, 2011 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..... ;) Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2923544 Share on other sites More sharing options...
Azrael Turnbull Posted November 15, 2011 Share Posted November 15, 2011 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. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2924300 Share on other sites More sharing options...
Kajae Posted November 15, 2011 Share Posted November 15, 2011 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? Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2924427 Share on other sites More sharing options...
Brother dean Posted November 15, 2011 Share Posted November 15, 2011 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. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2924600 Share on other sites More sharing options...
Xyon Posted November 15, 2011 Share Posted November 15, 2011 (Why oh why did they drop the flamer option!?!) Well technically, I think assault squads in the regular SM codex didnt get flamers at the time the DA codex came out, so when they did get them later on we got left out on the changing mindset again. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2924653 Share on other sites More sharing options...
Master Avoghai Posted November 15, 2011 Share Posted November 15, 2011 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 Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2924768 Share on other sites More sharing options...
Xyon Posted November 16, 2011 Share Posted November 16, 2011 here I thought codex dark angels v4 came out before codex space marines v4. Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2925092 Share on other sites More sharing options...
march10k Posted November 21, 2011 Share Posted November 21, 2011 Presently, there's only one good reason to build assault marines...if you're building a complete company, you'll need two squads for completeness's sake...(and so you can take the "battle company" data sheet in APOC, if that tickles your fancy) Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2928388 Share on other sites More sharing options...
Olis Posted November 21, 2011 Share Posted November 21, 2011 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). Link to comment https://bolterandchainsword.com/topic/241846-jump-pack-squads/#findComment-2928408 Share on other sites More sharing options...
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