dakkamasta Posted July 12, 2017 Author Share Posted July 12, 2017 It's sad to see that my fears are true and that until we get a codex there are very few reasons to run assault squads. On the plus side my assault marines are very fancy looking with lots of extra little bits so they could very easily pass as vanguard vets. Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817089 Share on other sites More sharing options...
Helias_Tancred Posted July 12, 2017 Share Posted July 12, 2017 I'm running two squads of 10. Best way to do it in my experience. In the past the only assault marine units I'd run in 5s would be melta squads, sneak them up to enemy armor or some big nasty, and blast them with the melta guns and inferno pistol .... and then die lol. Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817313 Share on other sites More sharing options...
terminatorAM Posted July 13, 2017 Share Posted July 13, 2017 I'm curious what people think about evisorators? They can only be taken by assault squads, so I hope no one minds discussing them here. Evisorators compete directly with thunder hammers in most situations, but are one of the few sources of ap:-4 on assault weapons. This goes well with meltaguns. So I'm wondering if the assault squads niche is as reliable "clean up" units that can take out depleted enemy squads or tanks that only have a few wounds left. This still allows the cost effective, heavy-hitters like Vanguard Vets to be deployed on the front lines. Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817474 Share on other sites More sharing options...
Trevak Dal Posted July 13, 2017 Share Posted July 13, 2017 (edited) I loved the 5th edition Blood Angels codex (if not the vampire thing, vampires just creep me out) and I really, really wanted a jump pack army, but didn't go that route. I did get some raptors for my CSMs and I use them in larger squads (or as dispersed 10 man teams broken to 5 man teams) to sort of "kick the door" for my ctacs (miss my combat weapons :( ), in 8th I try to jump behind a unit that is going to be assaulted, and hit them from front and back. Bolter jocks up front, raptors stabbing them from the back. Pretty cool and thematic to me. Also taking two chainswords on vanguard vets? Maybe that will continue to be a thing...but you guys get kicked in the ribs about as often as chaos does so that's not something I'd count on (like chainaxes and chainswords on Berserkers, sounds cool-but too good for GW to keep it.) Edited July 13, 2017 by Trevak Dal Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817602 Share on other sites More sharing options...
The Unseen Posted July 13, 2017 Share Posted July 13, 2017 I'm curious what people think about evisorators? They can only be taken by assault squads, so I hope no one minds discussing them here. Evisorators compete directly with thunder hammers in most situations, but are one of the few sources of ap:-4 on assault weapons. This goes well with meltaguns. A weapon that hits on a 4+, expensive, that can only be taken on 1 attack models. PASS Seriously, just take a plasma pistol for 1/3 the cost, and keep your chainsword. 9/10 times you'll do more. Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817607 Share on other sites More sharing options...
dread05 Posted July 13, 2017 Share Posted July 13, 2017 It can do two attacks if held by the sergeant, and since they cant take combi melta's anymore, why not? Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817671 Share on other sites More sharing options...
biglou666 Posted July 13, 2017 Share Posted July 13, 2017 Hm, Id still rather give the sergeant the thunder hammer if you're going down that route, 2 points less, for 1 less AP, but 3 damage guraunteed instead of D3. And you can still take a plasma pistol. Remtek 1 Back to top Link to comment https://bolterandchainsword.com/topic/336441-making-jump-assault-marines-viable/page/2/#findComment-4817752 Share on other sites More sharing options...
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