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Assault Marines: To Jump Pack Or Not To Jump Pack?


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Hey all! Taking a quick break from writing my dissertation (woo, 19th century German legal system, hell yeah!) to write some lists. I really fancy writing an all-Greenwing Lion's Blade detachment and I was thinking: does it totally neuter Assault Marines to take their jump packs? I was thinking of taking the Jump Packs off, sticking them in a Rhino with 2 flamers and using them as an objective-claiming Metal Bawks that shoots fire. They'd be less mobile, but better protected and better at objective-grabbing, is my train of thought.

Is this a decent tactic or am I better off with Jump Packs? I'm not an uber-competitive gamer, by any means, but I'd like to take Assault Marines without feeling like it's a tax tongue.png

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I've seen this battle company in action now a couple times - and I can tell you that 1 jump pack assault units and 1 in a pod is great.
Thing is, the assault squads won't even be drawing that much fire - the sheer amount of pods and razorbacks this formation can put out just overwhelms the enemy. There's just too much for them to deal with, on top of every single thing having objective secured - so your opponent just cannot ignore those pods.

The list just grants such tactical flexability with about 400+ extra points over your opponent, it's crazy.

Sure jump pack marines are less safe (however, I'd say it's preferred, at least it's a great place to stick the chaplain) The smaller one can go around capping points (or both if you keep both units small) while a 10 man unit with chaplain can apply some hard hitting pressure to a flank etc.

Either way, from what I've seen now it's just crazy hard to deal with - too many targets, so don't be worried about assault marines taking heat (less shots fired at the razorbacks/pods and tac squads that are carrying the list) they generally wont be the primary target.

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I think you can run them like this fairly effectively if you have more armor in your list. I personally always keep them in Jump Packs as I usually use Drop Pods and I prefer a quick reaction force. They don't have to hit hard just tie them up and do some damage. Plus I like ten man squads of everything so I need an escort for my Company Master.

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The list I'm working on right now is centred on turtling, so I've got allied detachment with a Vindicator, an Aegis, Mortis Dread and a Librarian to buff my gunline. I mean, I like jump pack Assault Marines, but they always just seem to get wiped in the first two turns, so that's about 190pts down the drain with no casualties inflicted on the enemy. If I stick with 10 Jump Pack guys, do you have any tips on making them a bit more survivable? Maybe deep-striking them behind some LoS blocking terrain or something? For reference, my mains opponents are Black Templar, Grey Knights (usually running a null deployment list), Necrons and Imperial Fists. 

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When I use jump pack marines that's what I do. Deepstrike them far out of the way so they basically have two turns needed. Turn to land then turn to charge. This is when I play gunline anyway. Drop in out of the way. Let opponent ignore them. Then have them hit a flank. Don't place them out front or in the middle of the fight. Flanks is where I find my Assault Squad Shines. I usually use a Chappy with Jump Pack so they hit harder. Most opponents don't give them much credit (especially without chappy) so I chase down their Dev squad type units. Use them for the long range mop up guys. Or don't deepstrike start them on the board behind terrain on the far flank from your army. Hop the terrain and charge up the flank find that 10 man tac squad or equivalent and smash into it. Everyone says assault is dead but I find maneuvering assault units work fine for me. Admittedly I don't work with a competitive meta either. I like either flamers or plasma pistols.

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jump packs all the way...mobility wins battles.  I think they're still suffering from the reputation they earned when they were 25 points a model...that's what ravenwing bikes cost now...think about it!  250 points a squad, naked.  They're just not worth that!  But three points a model for jump packs is pretty decent for the mobility and the hammer of wrath, combined with their melee-oriented pistol and sword loadout.  I mean, pistol shot, hammer of wrath, and then three attacks on the charge, it's five S4 smacks per model, what's not to love.  They also suffer from being compared against death company terminators and whatnot...if you think of them as being intended to prey on shooters, rather than contending with (better than them) melee units, they're really good...at their points cost, and paying for both melee ability and mobility, you can't expect them to perform against thundernators (Although, going back to the 5 attacks per model...they statistically beat 5 termies, even though they cost less than the termies!)

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I would say jump packs because of the cool factor.

Another thing is that after dropping by pod, the assault marines will become short range infantry if the enemy retreats, so with jump packs there is always mobility.

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I also have to agree that I think jumppacks are the way to go to give them the threat range they need to keep the pressure on at all times. Even though I say this, I am currently working on magnetizing my old pewter jumppacks laugh.png.

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