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Made in us
Boosting Space Marine Biker





CT

TACO! ???? Ok back on topic, should I get a assult squad for my SM army ?? I have no fast attack, 1 HQ: Captin, 2 Troops: 1 Tactical Squad, 1 Scout Squad with snipers, 2 Elites: Sternguard and Dreadnought, and finally a Predator. So do I really need a assult squad or should I get something else. Note: I mostly face Orks.

Camboyaz
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IOM Tau Cult
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Boosting Space Marine Biker






Sacramento, CA

I have a shooty army that looks kind of like yours. I usually run a 5 man assault squad with a jump pack chaplain to head off any oncoming assaults. Works nice.

This message was edited 1 time. Last update was at 2010/05/28 21:25:22


Blood Wardens - 1500 Points (41% Painted)
 
   
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Neophyte Undergoing Surgeries





Layton, Utah

An assault squad can be a nice addition if played well. It lets you tangle up melee units that would bog down your standard tacs. Also shoot for a 10man squad and try to get at least 1 flamer model in there. Makes for a fun "hello" when they charge into a unit in cover or just out in the open.

Personally I won't deep strike the unit because of the no assault on the first turn down and it makes it too tempting of a pie plate target for how much they cost. Plus with a 12" base movement and 1-6" run if you don't shoot that puts them on an 18" assault range (if you don't run) so you can bounce from cover to cover and smash into someone.

This message was edited 1 time. Last update was at 2010/05/28 21:29:34


 
   
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If you play Blood Angels, get an assault squad.

If you play vanilla SM, I think there are better ways to spend your points.

Your army seems more shooting focused, so maybe a squadron of Landspeeders would suit you better? I would work more shooting stuff in there rather then dilute the army with one unsupported assault squad.

3 speeders with MM/HF work great vs. hordes or vehicles while maintaining a 12" move, and being hard to ram or hit on the charge can provide a nice cover screen for your shooters to soak up deff rollas and charges you dont want to take with shooting squads.

The key is making sure whatever you add has a specific role that fits in with the rest of your force.
   
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CT

SlimPickens wrote:If you play Blood Angels, get an assault squad.

If you play vanilla SM, I think there are better ways to spend your points.

Your army seems more shooting focused, so maybe a squadron of Landspeeders would suit you better? I would work more shooting stuff in there rather then dilute the army with one unsupported assault squad.

3 speeders with MM/HF work great vs. hordes or vehicles while maintaining a 12" move, and being hard to ram or hit on the charge can provide a nice cover screen for your shooters to soak up deff rollas and charges you dont want to take with shooting squads.

The key is making sure whatever you add has a specific role that fits in with the rest of your force.
Well I got a assult squad anyway, I took what you said into consideration but i need something in my army to protect against assults or stop the enemy from taking objectives!

Camboyaz
Halo Reach: A Dakka Dakka Party Link: http://www.dakkadakka.com/dakkaforum/posts/list/316615.page

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Ultramarine Master with Gauntlets of Macragge





Boston, MA

camboyaz wrote:TACO! ???? Ok back on topic, should I get a assult squad for my SM army ?? I have no fast attack, 1 HQ: Captin, 2 Troops: 1 Tactical Squad, 1 Scout Squad with snipers, 2 Elites: Sternguard and Dreadnought, and finally a Predator. So do I really need a assult squad or should I get something else. Note: I mostly face Orks.

Don't start your posts with monkeycheese bs like yelling "TACO" in all caps. It's just annoying, and will often make posters think you're a young kid. Also, you don't need more than one question mark at any given time. Proper spelling on a few words here and there would be nice too.

Assault squads are pretty useful. The problem is, they still only have one attack base. On the charge, 3 attacks from each Marine can do some damage. They're good to keep behind your main line to use as a counter-attack unit when somebody gets too close. If you attach a chaplain with a jump pack he can do some real damage too, as he lets them reroll their misses. If you give the squad two plasma pistols and a powerfist, they can fight just about anything, including vehicles and some monstrous creatures. Just don't have them run out into the open on their own, or they'll get chewed up pretty bad by enemy fire. Also, get 10 if you're going to get any. 5 Marines flying around the table isn't very survivable, but 10 is.

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CT

ok I like tacos, there tasty. Also im gonna add a Chaplain 'cause he can let the squad re-roll failed rolls to hit!

Camboyaz
Halo Reach: A Dakka Dakka Party Link: http://www.dakkadakka.com/dakkaforum/posts/list/316615.page

"Nothing is True, Everything is Permitted"

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IOM Tau Cult
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