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Made in us
Grovelin' Grot Rigger



Merrillville, IN


Some of this conversation got a little off topic and very trolly.

As for the OT. I am a firm believer in just about any unit in 40k can be effective if the general who is feilding the unit learns when to strike and when to hold back. That's not saying that it can be super competitive, but that in most games they can earn their points back if not more. When I played SM I fielded and loved my 10 man assault squad, I gave them a flammer and thunder hammer for Vu'lkans sake. Like what was stated before, this is a hammer unit that should be used to strike the weak points in your enemy's line. I personally liked to deep strike them, I know people are going to say, why? what if it misshapps? Oh well, that's part of the game. And if I land on target the the reward is great.

1500 Point Kult of Speed 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Don't deep strike them. Or if you do, do it on a flank where you aren't going to eat a lot of fire. Instead use terrain to cover your advance. The turn you sit there before you can assault is the turn you get reduced to a steaming pile of hamburger.

I think people sell chaplains short. I always field one with my assault squads, be they jump or terminator, and never feel let down. I don't own a jump librarian mini, so have never fielded one. In an assault squad, the librarian is just going to kill things himself. The squad is not going to get any of the force-multiplier affects other units can take advantage of. There aren't many power weapons, so null zone isn't helping that much, and with jump packs GoI is unnecessary. Most of the other powers just make him a better beatstick or kill things. Where as the chaplain makes the whole unit better. Re-rolling to-hits is huge. Even if you loose a few marines before getting to your target, this lets you pile on the hits to get the job done. It also helps when you need to put grenades on moving targets.

Just because other armies do it better doesn't mean we can't do it at all. You do need to choose your targets though, but with jump packs, you have the mobility to do that.

As for 5 or 10 men, I've done both and they work. 5 Men are easier to hide in cover, 10 can take hits.

   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Assault marines for vanilla marines can work well.

They work great as a hot spot corrector, with a chaplin this keeps them very effective.

Vanilla marines are a shooting army, not an assault army like BA.

You can use the assault marines to bring up the rear behind a land raider, or watch a flank for your forces. They also can provide support to your other units, such as assault terminators.

You can't point the assualt marines any anything and expect them to kill it, but you can have them help the rest of your army deal with problems.

No libby in the assault marines, better to toss a libby in a landraider with 5 TH/SS guys, just stay inside and project a 24 inch re-roll for your enemies invul saves. Works great.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Jinking Ravenwing Land Speeder Pilot






I used to run a squad of Assault Marines in a list with dual Devastators and the Assault Marines are fairy good as far as a road block goes. Gave them an Int. Chaplain (DA dex, no idea how well a regular chaplain does) and they wrecked anything that got too close to the devs. They did well as a counter-attack unit provided they were situated properly. Devs whittled anything that close down to a manageable size and the Assaults finished the job. This was also playing a purely defensive army as well and only in fun games. But that is my limited experience with them.

Angels of Acquittance 1,000 pts 27-8-10
Menoth 15 pts 0-0-0
Dwarves 1,000 pts 3-1-0
 Sigvatr wrote:
. Necrons should be an army of robots, not an army of flying French bakery.



 
   
Made in us
Bounding Assault Marine





Tempe, AZ

With the rumor of jump infantry getting initiative 10 are nilla Assault Marines more useful now.

 DeffDred wrote:


A perfect chance to post a funny pic. And...

1500 POSTS!
 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

I was bored, so I came up with this (in answer to a previous comment)

HQ: Marneus Calgar

Honor Guard #1 - Ancient w/ Chapter Banner, Champion with Relic Blade + Hand Weapon, 7x Honor Guard w/ Relic Blade and Boltguns (9 total), Rhino

Honor Guard#2 - 9x Honor Guard w/ Relic Blade, Champion w/ Relic Blade + Hand Weapon (10 total), Rhino

Honor Guard#3 - 8x Honor Guard w/ Relic Blade + Boltgun, Champion w/ Relic Blade + Hand Weapon (9 total), Rhino

Troops:

Scout Squad - 5x Sniper Rifle, Sgt has a Melta Bomb

Scout Squad - 5x Sniper Rifle

-2000pts.


 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Repentia Mistress





The solution now is to take a BA Librarian and one or two BA Assault Squads as allies to your Codex Marines. Odds are you wanted the libby anyway and now your assault squads are scoring and have DoA.
   
Made in us
Bounding Assault Marine





Tempe, AZ

Well that makes sense.

Well now I have a question of can I have an army that is all the same paint scheme and use two codices?

 DeffDred wrote:


A perfect chance to post a funny pic. And...

1500 POSTS!
 
   
Made in us
Repentia Mistress





DiRTWaL wrote:Well that makes sense.

Well now I have a question of can I have an army that is all the same paint scheme and use two codices?
Hey, why not? Those allies are from the special sub-chapter of Blood Angels that dress just like Ultramarines. What? You haven't heard of them?
   
 
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