LidlessPraetor Posted November 28, 2012 Share Posted November 28, 2012 So here's the situation: I've been debating for months how to equip the 7th Squad in my company: the Assault Marines. I already have squad #8 with a power fist, and I'm looking for input on which power weapon to give the sergeant for squad #7. Ultimately, since they all cost the same, I can see each one of them filling a niche, but which one would you go with for your own unit? Not looking for one/two word responses, por favor, gimme the 'whys' and how it would mold with the rest of the army <_< Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/ Share on other sites More sharing options...
Brother dean Posted November 28, 2012 Share Posted November 28, 2012 First, maybe wait for the new book, it might give us new toys like meltas and flamers... Also Challenges kinda mess with your selection, I havent had enough games to get used to that yet... Depends on what you are using them against... I traditionally go with a power sword, both because of our symbol and I like getting to strike at initiative. However if your opponent always countercharges in his turn with a dread or Fex, the power fist would be handy... Mauls are nifty but have drawbacks and Axes dont feel right and have that pesky initiative shift, dont have experience with them real time yet.... My vets squad is currently in the shop... Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3248912 Share on other sites More sharing options...
Res Ipsa Loquitur Posted November 28, 2012 Share Posted November 28, 2012 For a jack-of-all-trades unit, a Power Sword. If they're not going to be getting into protracted assaults, a Power Spear. I personally don't like Axes or Fists on Sergeants; in my experience they'll be dead before they get to swing. Mauls are useless unless you're going MC hunting with it, which is a really bad idea in my opinion. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3248935 Share on other sites More sharing options...
AngelVeto Posted November 28, 2012 Share Posted November 28, 2012 Well I'm not sure what MC hunting means, but I like power mauls. I've got one on my champion. The +2 strength makes up for the ap4 in my opinion. But I am also running a power axe in one tac squad and a power sword in another, I like the axe apart from the i1 downside. The ap2 is pretty nice, but at that point I'd rather run a power fist for an extra ten points. Sice it's double strength instead of just +1. All in all I think the power maul is the best of all worlds. Easy to get the wound, so more number of sounds makes for a higher probability of failing saves. I never ran power staves so I won't comment on them. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3248984 Share on other sites More sharing options...
Harleqvin Posted November 28, 2012 Share Posted November 28, 2012 It really just depends. Mauls are great if you aren't going against MEQ and even if you are you get a better chance to wound. It really comes down to that. If you are going against more MEQ it probably would be better to go PSword. Fists work like they have always done. The axes can be alright if you want to get the extra CC attack and normally go PFist anyways. The spears I haven't used yet but I can see how they can be utilized. I would honestly say to wait a month and a half (hopefully only that long.,) to see what the new codex has for us. that or start with magnets. I love them and they let you customize soooo easily. I have like everything of mine magnetized. but I hate spending more money than what I want to to be able to play what I want. :) @Angelveto, I think he means Monstrous Creature hunting Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3248985 Share on other sites More sharing options...
Brother Kovash Posted November 29, 2012 Share Posted November 29, 2012 If you plan on keeping the squad as a full 10-man unit, then I'd say go with the power fist. All those extra attacks before your sergeant goes should help even the odds. Also, you'll have all those extra wounds to expend before the power fist would come into play. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3249154 Share on other sites More sharing options...
Pbenner Posted November 29, 2012 Share Posted November 29, 2012 Fists and Axes are going to lead to problems with Challenges. You will more than likely be dead to an AP3 power weapon at initiative before you can swing back. Well rounded I would honestly go with the Power Sword approach. If you have a Jump Chaplain joining them or another chara ter the P.Fist can be a good option, but a Crozius is only AP4 IIRC. Paul Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3249161 Share on other sites More sharing options...
facmanpob Posted November 29, 2012 Share Posted November 29, 2012 Fists and Axes are going to lead to problems with Challenges. You will more than likely be dead to an AP3 power weapon at initiative before you can swing back. Well rounded I would honestly go with the Power Sword approach. If you have a Jump Chaplain joining them or another chara ter the P.Fist can be a good option, but a Crozius is only AP4 IIRC. Paul Agreed! If you are going to be joining an IC to them who will take care of challenges, then the fist or axe is a good option, as it will cover your anti-TEQ requirements. If, however, the Sergeant is going to have to deal with his own challenges, then I would stick with a sword. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3249336 Share on other sites More sharing options...
Tamwulf Posted November 29, 2012 Share Posted November 29, 2012 I keep it simple- BP, CCW, MB. This is based on how I use the unit. I like to out flank or DS behind lines and pop vehicles. They are already expensive, adding more bling to them means less in other places. Of course, a case can be made for a P-fist or power weapon. Usually, in this kind of back field role, the leaders of units are skimped on. Who gives a Devastator Squad Sergeant or Havoc Squad Champion upgraded melee weapons? If it's a Necron unit, they don't have a leader anyways. Ork Nobs, eh. Eldar... LOL. Tau? Nope. It's important to define the role your squad is going to take, and stick to the plan. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3249364 Share on other sites More sharing options...
Brother Immolator Posted November 29, 2012 Share Posted November 29, 2012 Use a power sword. Assault marines contrary to common belief are not CC specialists. They are a counter assault or mop up unit. You are not going to assault anything with better than power armor because its going to wipe the floor with them. Also since concussion in this case doesn't matter (if the sergeant gets challenged with something more than one wound he is toast anyway regardless of I). Better have decent ap coupled with I since you are not going to assault monstrous creatures or terminators with them. For that matter you are not going to assault chaos marines either. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3249646 Share on other sites More sharing options...
Cypher 102 Posted November 30, 2012 Share Posted November 30, 2012 Make one of each and magnetize them. Then experiment and see which one works best for your situation. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3250051 Share on other sites More sharing options...
shabbadoo Posted November 30, 2012 Share Posted November 30, 2012 There is always the option for 2 squad plasma pistols and plus a plasma pistol for the Sgt too (i.e. shoot the bastards dead before the charge/challenge!). :) As to close combat weapons, I really do prefer the power fist or power sword, though the axe and maul have very good uses for the points too. Both can crack vehicles quite well- even skimmers which are hit on 3's now by almost everything with a WS stat in the game)...on their rear armor (worst rules change of 6E imho, but you might as well take advantage of it). I would wait a few weeks before you make a decision on this though, as if the new codex gives Assault Squads access to special weapons in addition to plasma pistols, you might want to task your units for anti-heavy infantry/-mech (meltaguns and powerfist), anti-hordes (flamers and power maul), variant shooty anti-heavy infantry/-light mech (plasma guns/pistols & plasma pistol & power axe). There could be a variety of options, and I hope there is. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3250098 Share on other sites More sharing options...
elphilo Posted November 30, 2012 Share Posted November 30, 2012 I would wait a few weeks before you make a decision on this though, as if the new codex gives Assault Squads access to special weapons in addition to plasma pistols, you might want to task your units for anti-heavy infantry/-mech (meltaguns and powerfist), anti-hordes (flamers and power maul), variant shooty anti-heavy infantry/-light mech (plasma guns/pistols & plasma pistol & power axe). There could be a variety of options, and I hope there is. This. It's probably best to wait if you care about modeling something and not having to redo it in about a months time. But if you don't care about that (or have magnets which are a god send), I personally like Power Sword/Melta Bomb on my Sergeants. While I do like the mauls I just feel their AP4 isn't enough, though I totally understand why they did it. I tend to only take mauls on my Librarians. Don't know why, it just seems really useful on them as apposed to a Sergeant. It has been said before in this thread, if you want a jack of all trades unit, you want a power sword. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3250225 Share on other sites More sharing options...
facmanpob Posted November 30, 2012 Share Posted November 30, 2012 I would wait a few weeks before you make a decision on this though, as if the new codex gives Assault Squads access to special weapons in addition to plasma pistols, you might want to task your units for anti-heavy infantry/-mech (meltaguns and powerfist), anti-hordes (flamers and power maul), variant shooty anti-heavy infantry/-light mech (plasma guns/pistols & plasma pistol & power axe). There could be a variety of options, and I hope there is. This is actually a very good point, we may end up being able to take a combi-weapon in addition to a power weapon.....I can see 2 flamers, a combi-flamer and a power maul being an excellent anti-horde load-out. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3250238 Share on other sites More sharing options...
Drunkspleen Posted December 1, 2012 Share Posted December 1, 2012 In terms of power weapons, the maul is, statistically speaking, the best weapon against anything with a 4+, 5+, or 6+ armour save, furthermore, it is second to only the axe for dealing with 2+ armour saves (and the axe has the big drawback of striking slowly). It is further useful for the fact that if the model using it does not take Melta Bombs, you are effectively dramatically increasing your ability to krak grenade vehicles. Not to mention other things that aren't marines have to fear the Instant Death potential. Basically what I'm saying is I love power mauls. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3250897 Share on other sites More sharing options...
Xyon Posted December 2, 2012 Share Posted December 2, 2012 I would also say, we might get options for allowing the sergeant to wield two pistols, which might be good to keep in mind, you might find that you want to shoot with two pistols with your sergeant and still at least get one extra attack in combat from two weapons. Link to comment https://bolterandchainsword.com/topic/266749-assault-marine-sgt-weaponssettup/#findComment-3251302 Share on other sites More sharing options...
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