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Made in us
Locked in the Tower of Amareo




 minigun762 wrote:
 th3maninblak wrote:


Jump pack speed IS fast enough for an assault unit. But that unit has to be REALLY good at what it does.


Do you consider SM Vanguard squads to be good enough?

Considering the amount of different builds you can get with them, I'd assume that at least a few loadouts would be truly competitive.


I don't think so, because their base price is just too high for an meq. Even with some stormshields, they just get dakkaed down.
   
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Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I run GK Interceptors, they seem fast enough to me. /wink

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Dakka Veteran




Certain jump units work and I'd rank VVs among them.

A lot really depends on the context of yours and your opponents armies, and of course the amount of terrain plays a huge role. This can't be overstated.

If you play with a healthy amount of LoS blocking terrain then jumps become much better at what they do. The Game in general is better too IMO because it takes quite a bit of power from shooters.
In this instance jumps can be ideal because it enables them to set up an assault with minimal damage prior to.
   
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Devestating Grey Knight Dreadknight




 jeffersonian000 wrote:
I run GK Interceptors, they seem fast enough to me. /wink

SJ

And dreadknights. They too enjoy their "jump" status.

Hope is the first step on the road to disappointment. 
   
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Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 greyknight12 wrote:
 jeffersonian000 wrote:
I run GK Interceptors, they seem fast enough to me. /wink

SJ

And dreadknights. They too enjoy their "jump" status.

Yep. Run those, too.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in ua
Fresh-Faced New User




I've tried VV resently with RG chapter tactic. I run them with CM with burning blade and JP Librarian. They are quite nice. If you'll manage to roll endurance - you'll have guys with 4+ fnp and 2+ cover behind almost every piece of terrain first turn, and they can get in CC on second. They do not lose attacks for multicharge, so if they get there, they can sweep several units at once, considering CM being ini5. Not very competitive i guess, but fun and not that easy to kill

This message was edited 1 time. Last update was at 2015/09/17 11:52:59


 
   
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Homicidal Veteran Blood Angel Assault Marine






I've actually been having a lot of luck recently with going double CAD with flesh tearers and running 3x10 assault marines all being led by sanguinary priests. Two have double melta and a vet sgt with a power axe, and the 3rd has two flamers and a vet sgt with dual hand flamers. That many ws5 marines with fnp gives a good bit of durability and target saturation, and with those two factors in mind they are DEFINITELY fast enough.

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Eye of Terror

I like this build for VV:

power fist & stormshield
lightning claw x2
thunderhammer
lightning claw & stormshield
lightning claw & stormshield

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 minigun762 wrote:
In general, are SM jump pack units fast enough to catch other units in assault reliably or do they suffer in comparison to bikes?
Bikes are just better for a relatively minor increase in points. Bikes get a Hammer of Wrath attack all the time, they get twin linked guns and Relentless, they get Jink, and they get +1T. They're amazing for their cost, and you see them used extensively for this very reason.

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