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Regarding best way to equip assault marines in a lions blade


ZONKEY

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Hail Brother of the Lion,

 

I am slowly building my Lions blade and i was just wondering what is the best way to equip assault marines,  I do use my raven wing bike squads and i was just wondering what is the best way to equip the assault marines are flamers a good way to equip them with a heavy chain sword and lightning claw on the sergeant?

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I would only give them a power weapon, if I was tagging a Chaplain or Company Master along. Someone that can tank a couple of wounds in the sgts place, and take on challenges, so that the sgt can be sure to reach effective combat.

 

I think the 2 flamers and a melta bomb, or 2 flamers and a combi flamer, are the best set ups, in the end. Be it a small 5-man squad or a full 10-man, they will do their job well.

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The Codex lets you take 2 flamers in a 5 man squad so it seems churlish not to use that, given we can overwatch at full BS then a Combi is generally points well spent if you magnet the socket on the Sgt you can swap them to suit.

 

Combi Grav is a useful alternative and pretty brutal in overwatch

 

EX against Tau - burn through Drones then Grav a suit

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Mine is rather costly at 10 guys with 2 plasma, 2 daddy chainswords and sgt with lightning claw/storm bolter.  But I see this as a fairly safe investment as my CM with Artificer/storm shield/shroud/stormbolter/relic blade or MoR tanks up front for the unit.  But then I pretty much exclusively face T4/5 2/3+ save enemies, so I can't see the use in the flamers?

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I usually run mine 1 of 2 ways in a Lion's Blade;

10 jumpers with 2 flamers & vet. sarg wielding a power sword, escorting the demi-company's jump Chaplain.

or

5 marines with 2 flamers & a combi-flamer in a pod.

 

Watch out for the flamers in the jumpers though. My last game vs orks they fried about 25 orks and made them run, which is great, except the for part where I wanted to charge said unit and ended up leaving my assault marines stranded in the open, it wasn't a pretty end for those boys. It's a shame they can't get melta guns instead I guess. Much rather pop a transport then charge the contents.

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I haven't tested it properly, only had a go in a game a while back, but since I usually face nonbike eldar and tyranids, double lightning claws on a vet sergeant and then stick a chaplain or company master in there with the guys. All wearing jump packs. Depending on what I expect from my opponents, I equip my HQ's accordingly. I usually keep them at 5 marines, and try to not get them in CC with MCs. The double flamer upgrade is usually bought as well. 10 points? it's just too good at that cost.

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At 15 points a piece i don't think so. They are strong yes, but I never have much time to shoot maybe, once or twice, and then it's cc. The flamer has more potential wounds possible, and also those extra 20 points saved can buy you a power weapon.
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I give mine absolutely no upgrades, then assign them as the retinue of my pimped company master.  Even naked,at 17 points a model, the potential for a pistol shot, a hammer of wrath, and then three attacks per model is pretty beastly, and if a few of them die along the way, no big deal.

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Not a lot of plasma pistols users here it seems...

Not worth the cost or too risky ?

The problem of the PP in the assault squad is the problem of several upgrades in GW's codexes.

 

I really liked the v5 way to list the upgrades : in each entry. This allowed to adapt the cost of each upgrade regarding the entry.

 

For example, how can we say that an extra armour can have the same cost on a predator (whose role is to shot hence which remain affected by crew shaken) and a rhino or e LR (whose role is to transport units hence crew shaken has little effect)

 

Same thing here : how can we say that a Plasma pistol may cost he same price on a 1W 3+ model with BS4 and on a BS5 3W model that have acces to artificer armour?

 

we actually see it on a jump pack : it's 15pts on an IC but for the same price you can equip 5 assault marines with JP.... For me, plasma pistol should be 5 pts on normal marines and 10 on a sgt...

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Not a lot of plasma pistols users here it seems...

Not worth the cost or too risky ?

 

 

I'll play plasma advocate!

 

For 10 points more than a flamer, you get:

 

  • 12" range vs 8" template
  • An extra attack in CC
  • Str 7 AP 2 vs Str 4 AP 5.  You have to make many more hits with a flamer to get the same number of unsaved wounds on MEQ/TEQ as with a plasma pistol  Against GEQ you have to be very close for the charge or else burning their front lines could risk you not rolling high enough to make it in range.  Plasma Pistol can penetrate AV 12 and glance AV 13, and will wound monstrous creatures.
  • Plasma overwatch at BS 4 in a Lion's Blade is a nasty surprise

 

You have the risk of overheat which can be partially mitigated by Eye of Unseen, Interrogator Chaplain (against C:SM) or Prescience.

 

If I am using transports to move the assault squad around I would stick with flamers or no special weapons.  If I just want an ok harassment unit, I will use Jump Packs with no upgrades.  If I want mobility and diverse killing power I will use Jump Packs and plasma pistols.

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