Jump to content

Recommended Posts

Can anything save this unit? Being a Troops choice I think would make them incredibly useful. 12" movement and leaping over obscuring terrain, Astartes Chainswords (probably) and in the Troops choice.

 

I don't think we'll ever see this, as Classic/Old/First Born Marines being the obvious strongest option to compete with new Primaris could be problematic.

 

Where would it leave Tactical Marines? Well personally I value their heavy and special weapons greatly. The killing potential of the unit diminishes less as you kill them compared to Intercessors and contributing to your overall firepower and killing potential.

 

I actually think the only units in Troops that don't have a real place are Incursors with the advent of Assault Intercessors.

 

So anyway, in summary, I think if GW really wanted to fix Assault Marines they'd move them into Troops. That would really give us some options.

 

What do you guys think?

Link to comment
https://bolterandchainsword.com/topic/364875-assault-marines-as-troops/
Share on other sites

I don't see them clashing really. Tactical Marines provide heavy and special weapons support, in a 2nd wave.

 

Ideally you want a unit of Tactical Marines alongside Intercessors to get the most out of them both, though you can replace either with other specialised troops at cost.

So with the detachments change, I'm not sure that would help assault marines for me personally. I also love to field scouts and they are soooo cheap, so they have been my favorite troops for a while now. I still like assault marines, but they do need something. Especially for their price. Maybe another attack or something? Idk. They definitely need a pick me up. Edited by Ultramarine vet

If I remember correctly, way back in 5E there were ways you could get Assault Marines as troops, I believe BA could do this naturally and vanilla could take Shadow Captain Korvydae from the RG to unlock Assault Marines as troops. Without the jump pack, you had SW, CSM, and Carcharodons who were able to take chainsword troops.

 

Things have changed a lot since then but I'd imagine 12" Objective Secured with Fly would be pretty useful. We already see Scouts being very useful due to their deployment ability and 1 point discount. Despite troops being the only units that could score back then (I think) the jump troops were still not very powerful because that era was dominated by deathstars, "[insert name]wings", and leafblower parking lots with less focus on movement and objectives so it's hard to use those experiences to compare with how well they'd do in 8E and in 9E which hasn't really been explored yet.

Yes a thousand times since the days of 3e yes. (Played Wolves in 2e) Anytime the units could drop the jump packs they should have been designated Troops. Would have saved lots of wonky army building rules, specially for the Blood Angel player. Would feel less inclined to spam Scouts as Troop.

 

 

 

Side Note: I think it's interesting to hear Incursors don't have a place with Assault Intercessors on the table now and flip the coin others don't think Intercessors have enough tools to be worth replacing the Phobos unit. All depends on your bigger game plan's perspective eh.

Edited by Dracos

Incursors are another issue for another thread but they don't really do anything. I actually think they're the worst unit type in Troops.

 

- Scouts: Provide infiltration and are the cheapest bodies around.

 

- Tactical Marines: Provide special and heavy weapon support for cheap whilst filling out Troops slots.

 

- Intercessors: Provide the army with the line infantry, being tougher than Tactical Marines and with a stock, dependable load out.

 

- Infiltrators: Provide a fairly tough unit for size which can push back enemy reinforcements and infiltrate, but at a premium points investment over all Troops.

 

- Assault Intercessors: Provide the line with assault troops that fill out your Troops slots in Battalions, providing numbers to your real assault force.

 

- Assault squads: if Troops, would provide a lighter combat force than Assault Intercessors but for a great level of mobility, still being able to cover the army requirements in the detachment.

 

So Incursors are heavy infiltrators, compared to Scouts, but lack killing power over all the other options bar Infiltrators. They lack the board control coverage of Infiltrators and just aren't quite good enough in close combat to warrant points investment over genuine Infiltrators who assault, like Reivers, or actual assault troops. Fishing for 6s is a poor tactic on 5 man units due to a lack of return.

 

***

 

Absolutely feel like I'd take 10 Assault Marines as Troops if I could, with 2 Tactical squads backing up the army. But then I take plenty of assault troops in many of my lists anyway. The additional numbers would really help out.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.