Master of Asgard Posted July 27, 2016 Share Posted July 27, 2016 Hello all, I've got a squad of 10 assault marines with combat shields who will be joined by an apothecary, a praetor and a librarian in bigger games. So a pretty nice squad that can do some damage and hopefully take a bit as well.I've got 3 power weapons for the squad (one on the sergeant) and one on the apothecary. The libby has a force sword and the praetor has a perdition blade. So the real question is... I'm thinking 2 power swords on the 2 marines, but I'm not sure whether to give the sergeant and the apothecary axes to get a bit of AP2 going or if striking last leaves them too vulnerable? What's the general consensus? Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/ Share on other sites More sharing options...
Slips Posted July 27, 2016 Share Posted July 27, 2016 He apothecary can only take a Power Sword so thats sorted. Give the Sergeant a Power Fist. Denies FNP in most scenarios and punches through 2+ armour while wounding most things on a 2+ For the rest of the squad, I'm partial to power axes but with BA having +1 to wound, swords are Ok enough an option. Use an Axe on the Libby though. That way your attacks dont bounce off 2+ saves unless you're rolling on Biomancy and get the Smash Power. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452044 Share on other sites More sharing options...
Master of Asgard Posted July 27, 2016 Author Share Posted July 27, 2016 Good shout on the apothecary I hadn't noticed that! Not a bad idea for the fist too, that way I can use the 5 points for his melta bomb to supplement the extra cost. I'm still a bit torn between axes and swords for the rest of them. If I give everyone axes I may as well not give the apothecay a sword because the squad will be geared out for TEQ. I reckon the sheer weight of ap- attacks and the praetor's ap 2 at initiative counteracts the fact that there's quite a few attacks hitting last. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452058 Share on other sites More sharing options...
The Unseen Posted July 27, 2016 Share Posted July 27, 2016 2+ saves are common enough that a cc unit needs at least some way of dealing with them. And for me, with the +1 to wound, I love the Axe and MB's, for extra attack over the fist, but if your running up against a lot of FNP, or Multi-wound Termies, fist all the way. Libby always gets either an axe or a maul (since its modeled that way thanks to Gallans staff in 40k) Though a brief note from personal experience, the Mauls are usually severely overlooked. Against T4 Power armor, the sword wins out just barely, but against literally every other target, the Maul is better. You don't deny saves vs marines, but you wound on 2s, rather than 4s, unless you have a way to buff your own strength. And of course, against 4+ armor saves like the mechanicus, or even the 3+ saves with high toughness, the mauls are a livesaver. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452083 Share on other sites More sharing options...
Terminus Posted July 27, 2016 Share Posted July 27, 2016 I would go with ol' faithful powerfist on Sgt (with combat shield), and power swords for the generics. I see the argument for axes, but I wouldn't want my assault marines anywhere near anything with a 2+ save, as those things tend to murderize power armoured units. Your Sgt should ensure mutual destruction with their artificer Sgt in a challenge unless they have some wonky gear (Deathscythes, Glaives, Phoenix Spears on the charge, etc.), while characters will be sporting an invulnerable save that would ignore a portion of your AP2 anyway, so may as well get those attacks in as soon as possible. Assault Marines I see as a more mobile scoring unit that can bully popular units like Veterans, Seekers, Support Squads, Tactical Marines, and Rapier batteries. Being only 15 points more than a tactical squad in a Rhino, with more weapon options, they are super viable now in my opinion. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452212 Share on other sites More sharing options...
Theredknight Posted July 28, 2016 Share Posted July 28, 2016 I have my squad as a such 15 guys, 3 power swords, sarge has a Phoenix spear, combat shield, arty armour and mb But I also have eidolon sitting in there too along with an apothecary. He usually hammer swings anything in a challenge bar sigs. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452377 Share on other sites More sharing options...
defl0 Posted July 28, 2016 Share Posted July 28, 2016 I think how you arm assault marines really had a lot to do with your row. In something like angels wrath, I would really want melta bombs and a chaplain more than wanting an apothecary. That said, I like axes and a powerfist and combat shield. Although I play raven guard, so I kinda love running a sgt with raven talons Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452395 Share on other sites More sharing options...
Master of Asgard Posted July 28, 2016 Author Share Posted July 28, 2016 I'm using the orbital assault RoW, hence shields all round and an apothecary to try to keep them alive in case I go second! Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452458 Share on other sites More sharing options...
Theredknight Posted July 28, 2016 Share Posted July 28, 2016 Using blood Angels as well, and I have different squads for different tasks. Melta bombs and shields for one unit, with inferno pistols for the guys and sarge. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4452494 Share on other sites More sharing options...
Ceadus Posted March 29, 2017 Share Posted March 29, 2017 How would you guys arm your Assault Squads for a NL Drop Assault Vanguard list? I was thinking 15 man with 1 axe, 2 swords and the Sarge with AA, Powerfist. Also put a n Apoth with Jump Pack in there. Is that viable or what would you change. Never played Assault Squads before, so any Tipps are appreciated Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4698318 Share on other sites More sharing options...
Lord Asvaldir Posted March 29, 2017 Share Posted March 29, 2017 I'd either go all or nothing when it comes to swords vs axes. If I want to have an assault marine unit that's going to have a shot at being able to attack +2 armor targets, one axe won't cut it I'll take the full three. Since you need two assault marine units maybe do one with 3 axes and one with 3 swords. Sarge of course should always have ap2, though I do often take chainglaives just for rule of cool. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4698331 Share on other sites More sharing options...
Withershadow Posted March 29, 2017 Share Posted March 29, 2017 Meltabombs? Really? Doesn't nobody use the FAQ that they are dropping 50+ points per unit on meltabombs? Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4698359 Share on other sites More sharing options...
Brofist Posted March 29, 2017 Share Posted March 29, 2017 I know you have strong feelings about how people use the FAQ, but if your league uses multiple bombs, Assault Squads aren't that bad a place for them. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4698678 Share on other sites More sharing options...
Withershadow Posted March 30, 2017 Share Posted March 30, 2017 No that's fine, I don't really care what people do, just curious. And yes it's a good place for them and a perfect example of why mass meltabombs are an issue when 50 points is an acceptable cost for them. :P Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4698955 Share on other sites More sharing options...
Gorgoff Posted March 30, 2017 Share Posted March 30, 2017 There are good arguments for both sides. Best was would be to make unit wide Melta Bombs upgrades cheaper. Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4699046 Share on other sites More sharing options...
Angmarred Posted March 30, 2017 Share Posted March 30, 2017 There are good arguments for both sides. Best was would be to make unit wide Melta Bombs upgrades cheaper. I don't know if there is a "good" argument against using the FAQ other than "I don't like the rules as written." That being said, they should decrease the cost of unit wide melta bombs given the rules change/clarification Link to comment https://bolterandchainsword.com/topic/324242-assault-marines-which-power-weapon/#findComment-4699299 Share on other sites More sharing options...
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