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Made in us
Resourceful Gutterscum





I've been playing deathwing and I like assault but I keep loosing. I don't have enough models. What's the best assault army to use?

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The Conquerer






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as of today, probably BAs.

Black templars are good.

Sphess mahrinnes can be.

orks too. lots of models here.

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Made in us
Longtime Dakkanaut





I find that the Orks provide an excellent mix of units and delopyment methods that are excellently suited to an assault strategy, but the Chaos Space Marines (particularly Khornites) will give any army that relies on mass a run for its money. CSM can put together an army with great armor saves and a massive number of attacks.

Plus, being a little let model-intensive makes them a bit cheaper than Orks.







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Junior Officer with Laspistol






The eye of terror.

MekanobSamael wrote:I find that the Orks provide an excellent mix of units and delopyment methods that are excellently suited to an assault strategy, but the Chaos Space Marines (particularly Khornites) will give any army that relies on mass a run for its money. CSM can put together an army with great armor saves and a massive number of attacks.

Plus, being a little let model-intensive makes them a bit cheaper than Orks.


If you want a good MEQ assault army BA blows Chaos out of the water.

Assault squads in fast rhinos as troops fits a more aggressive playstyle than you can get out of Chaos.

Mephiston beats the snot out of any Chaos unit.

Death Company do everything that berzerkers can, plus more, for cheaper.

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Chosen Baal Sec Youngblood




just looked through my new BA codex... and I am speachless soooo many options now to be all assault, hello fast tanks and DC and furioso dreads...

Blood Angels  
   
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Blackclad Wayfarer





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Don't forget the nids, though we still have some troubles against certain builds. Of course we aren't really considered MEQ's, but we can field a ton of cheap models and have some amazing MC's.

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Steadfast Grey Hunter





Dayton, Ohio

While it's a matter of opinion, Orks rock the CC.

Also they are so gosh darn fun to play.

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Fresh-Faced New User




I suggest sense it seems that you already have termies, I suggest that you add some bits to them and run Loganwing. You already have the base models and you could bits order most of the stuff you need to change wargear.
   
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Between Alpha and Omega, and a little to the left

Orks are made for fightin' and winnin'!

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Longtime Dakkanaut







Daemons. A well-built daemon army takes apart almost anything in hand to hand.

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Between Alpha and Omega, and a little to the left

Centurian99 wrote:Daemons. A well-built daemon army takes apart almost anything in hand to hand.

Except for Daemonhunters

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Servoarm Flailing Magos





Alaska

Orks are pretty common, but here's one I haven't seen mentioned yet:

IG footsloggers- Take Straken and run him with several large platoons that are blobbed together, with commissars or priest (or both), and hidden powerweapons. Death by attrition. I think the commissars are necessary for this, as if you fail the combat you'll need the extra shot at passing the morale.

I've seen the blobs take on deathwing before and just swamp them with models. Of course, that would be an expensive army (unless you get the models on ebay or something).

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Daemonic Dreadnought






Since you already have deathwing painted try out some of the models in a BA army.

Take a bunch of Lightling claw termies. You can just buy the claws online if you want to convert regular termies. For full blood angels shenanigans attach one of their 3 wound chaplains in terminator armor to the squad, and a sanguinary priest in terminator armor to the squad.

The end result is lightling claw terminators with feel no pain, rerolls to hit on the 1st turn of an assault, and str 5 power weapon hits with a re roll to wound.

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[ARTICLE MOD]
Longtime Dakkanaut







Luke_Prowler wrote:
Centurian99 wrote:Daemons. A well-built daemon army takes apart almost anything in hand to hand.

Except for Daemonhunters


Even Daemonhunters, with the exception of units protected by Sanctuary.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

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Awesome Autarch






Las Vegas, NV

I have to agree with Centurian99, Daemons are the most potent in HtH.

With Eternal Warriors, invul saves, almost universal power weapons or rending with a high number of attacks, fearless and the ability to go anywhere they are needed, Daemons get my vote.

Send a unit of 8 Crushers with Skulltaker into damn near anything and they will obliterate it.....except for an Ironclad of course!

But that is just one unit in an arsenal of HtH heavy hitters.

   
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Deamons or BAs

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Tzeentch Veteran Marine with Psychic Potential





Jeez Khorne isn't the best in assault anymore but there certainly not bad. True they don't have fnp and fast transports but they have kharne, defilers, dreads, princes... certainly not as good as jump packs and thunderhammers but they are definetly a potent assault force when played and built well. Plus their fluff is awesome!

This message was edited 1 time. Last update was at 2010/04/04 23:48:50


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The eye of terror.

odorofdeath wrote:Jeez Khorne isn't the best in assault anymore but there certainly not bad. True they don't have fnp and fast transports but they have kharne, defilers, dreads, princes... certainly not as good as jump packs and thunderhammers but they are definetly a potent assault force when played and built well. Plus their fluff is awesome!


It's a tactics thread. He didn't ask "what's the coolest" assault army. He asked for "the best." If we were not discussing tactics, you might have a point, but we are, so you don't.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
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Lone Wolf Sentinel Pilot





San Diego, California

Blood Angels, it's not even funny.

Actually, Chaos Daemons are very good too, assault out of deep strike. Also, power weapons (almost) all around.

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Infiltrating Oniwaban






hartastic, since you are specifically suffering from a lack of models putting you at a disadvantage in assault, you might like trying the opposite extreme. I join the chorus of folks saying Orks are probably right for you.

Centurian99 and Reecius, the OP says he can't handle the model scarcity of Deathwing. Daemons also require quite a bit of skill, from what I've seen. Orks would probably be an easier army to learn with, and then try the more tricky armies later.

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Resourceful Gutterscum





thanks for all the input. i thinkits either orks daemons or BA. which is funny cause the game that frustrated me was me as DA and a mechanized ork team vs BA and daemons. and they kicked our ass. i thought deathwing would be able to tear it up in cc because of how few and elite they are. but compared to really anything moderately good at cc deathwing arent any better than they are. and with have 1/3 the models you get boned.i might try the BA thing. what makes orks so great?

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Ohio

Orks are great because with 116 + 4 attacks, some are bound to hit.

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Khorne daemons are definitely hte best. Here is my 2k list:

Bloodthirster/Unholy Might, Blessing of hte Blood God, Deathstrike
Skulltaker/Juggernaught
Herald/Juggernaught, Unholy Might, Fury of Khorne, Blessing of hte Blood God

6x Blood Crusher/Icon, Fury of Khorne, Instrument

12x Bloodletter
12x Bloodletter

Soul Grinder/Phleghm, Tongue
Soul Grinder/Phleghm, Tongue
Daemon Prince/Mark of Nurgle/Wings, Noxious Touch, Unholy Might, Cloud of Flies

Okay so the prince is a follower of Nurgle but he is also one hell of a heavy hitter and on par with the greater daemon.

Many CSM players I have faced off against make the mistake of trying to out assault my army & it's an auto win for me. Only army that ever came close to beating me was SW and they heavily relied upon their shooting to make it a contest.

I think that BA will be able to go toe to toe simply because they will have much better mobility plus they now have a lot of very strong assault units with lots of awesome buffs.

G

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Monster-Slaying Daemonhunter




Grand Rapids Metro

Centurian99 wrote:
Luke_Prowler wrote:
Centurian99 wrote:Daemons. A well-built daemon army takes apart almost anything in hand to hand.

Except for Daemonhunters


Even Daemonhunters, with the exception of units protected by Sanctuary.


Except if Daemons are I1 when assaulting Daemonhunters...kind of takes the fight out of them...And let's not forget about freakin' awesome GK Termies now...


Automatically Appended Next Post:
Edit:when assaulting Grey Knights

This message was edited 1 time. Last update was at 2010/04/07 23:28:29


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Slaanesh Veteran Marine with Tentacles





Kettering, UK

CSM with lots of Summoned daemons. Turns an already decent Assault army into half assault half horde!

This message was edited 1 time. Last update was at 2010/04/08 00:19:25


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Mr-_-Flidd wrote:CSM with lots of Summoned daemons. Turns an already decent Assault army into half assault half horde!


I have seen this...and is quite cool.

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Black Templar Recruit Undergoing Surgeries





Well, I figured I'd add my $0.02 to this as a Black Templar player who is also very familiar with the Blood Angels codex.

I think that the Blood Angels codex and the Black Templars codex have different strengths as assault armies. The Blood Angels are faster and possibly more resilient (fast vehicle spam, FNP spam, Jump Pack/Deep Strike spam) while the Black Templars hit harder in assault once they actually get there (army wide preferred enemy, assault terminators with preferred enemy + furious charge + lightning claws, ability to fit our HQs into our regular troop squads to boost their hitting power without lowering the effectiveness of our terminators).

The problem with Blood Angels in assault is that their CC hitting power tends to be heavily concentrated to their HQs and hammer units (DC, Vanguard, Sanguinary Guard, Honour Guard) because those units need the ICs to give them the hitting power that our Terminators get as standard (Re-rolls to hit and furious charge). Plus, statistically Preferred Enemy is better than Furious Charge which starts our troop units at an advantage even before we stick our HQs in them.

They compensate for this, however, by being much faster. A BA mech assault list will be able to go 18" on their first turn and pop smoke, potentially setting up turn 2 charges, while a Jump Pack list will be able to deep strike into point blank range with a number of units (they have a special rule letting them re-roll their reserve rolls and scatter only 1d6" with jump pack units), pop a bunch of vehicles with meltas, survive a turn of shooting thanks to FNP, and then charge a number of targets the following turn.

So in summary, what do you want? Do you wanna get to CC faster, or get there slower but hit harder once you do? Also worth considering is that the BA codex gives you LOTS of options for building a viable assault army while the BT army pretty much has *one* in my opinion.
   
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