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Assault Squad Sgt?


Dark_Master

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Hello all,

 

I had £20 burning a hole in my pocket today as I passed the local GW.

 

Decided to do something different and got myself an Assault Squad.

 

I intend to run them as a distraction unit with 2 X flamer and deep strike/flank any horde armies I face.

 

However I am unsure what to do with the sgt.

 

Do I get him a combi-flamer for synergy, or a powerfist/ thunder hammer to open up any transports they encounter?

 

DM

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Since you are talking about a distraction unit, I would Keep it cheap.  Also remember that you can't charge on the turn you arrive from reserves.  Maybe give the Sergeant a Plasma  Pistol, but again to keep him cheap I wouldn't give him anything more than Melta-bombs.  For Opening Transports most tanks are armor 10 in the back and they all have Krak grenades so you should be pretty set their.  Good Luck!

 

edit: or possilby a Power Maul for 15 pts your sergeant will have plenty o S6 attacks against armor

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I'd give him a Combi-flamer too.

 

Meltabombs seem a bit silly as they are a small distraction unit and have Krak anyaway.

 

Even making the Sarge a Vet are points I'd forego on a unit like this.

 

What you can do is grab a jump pack or two off a bits seller in the future and make an alternative Sarge if you want to have some different options.

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IMHO, there are three kinds of assault squad sergeants, and neither one has a plasma pistol.  First, there's the guy with nothing but meltabombs.  This is a "I can't find the points" move of desperation.  The normal cheap guy has meltabombs and a combi-flamer.  The expensive guy has meltabombs and a power axe.  NONE of them have plasma pistols.  Why?  15 points is too expensive for a plasma pistol on a HQ character, forget about a normal joe or a sergeant!  And, hell yeah, all assault squads should have dual flamers.

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