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Made in us
Thane of Dol Guldur




Triarch Praetorians can be good since they got a buff.
   
Made in us
Decrepit Dakkanaut




Praetorians are actually pretty rad. They just suffer from needing more investment than Wraiths and just not being Wraiths.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

I stopped playing BA as elite back in 5th. If you try to roll elite, you make the codex even worse than it already is. Elite BA IS the worst list in the game, hands down. You have to spam the cheapest stuff you can, because your stuff WILL die, with little to no effort anymore.

If I could field each marine as an individual unit I would absolutely do this in order to mitigate losses from OP weapons.


Hmm alright... well what do you field? ...our scouts kind of stink, we do have an 'elite' codex no matter how you shake it though. I've been running SG all the time and they usually kick butt... although I'll agree they use up a big chunk of points.

They work for me how the Death Company used to work -- scaring opponents into spending tons of ammo on them, except now my DC just die while my SG still usually can pull off a brutal assault.

For what you're doing, regular space marines with free razorbacks would probably be better.

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Assault Marines are pretty decent in the Skyhammer Formation where they can just jump into combat from Reserves on turn 1.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Locked in the Tower of Amareo




 Gunzhard wrote:
I stopped playing BA as elite back in 5th. If you try to roll elite, you make the codex even worse than it already is. Elite BA IS the worst list in the game, hands down. You have to spam the cheapest stuff you can, because your stuff WILL die, with little to no effort anymore.

If I could field each marine as an individual unit I would absolutely do this in order to mitigate losses from OP weapons.


Hmm alright... well what do you field? ...our scouts kind of stink, we do have an 'elite' codex no matter how you shake it though. I've been running SG all the time and they usually kick butt... although I'll agree they use up a big chunk of points.

They work for me how the Death Company used to work -- scaring opponents into spending tons of ammo on them, except now my DC just die while my SG still usually can pull off a brutal assault.

For what you're doing, regular space marines with free razorbacks would probably be better.


Things that kill DC also kill SG.

I field a lot of minimum squads with maxxed firepower. The only true assault list I even bother with is archangel sanguine wing, and it's hard to get that to work correctly. That list uses scouts as troops. Most of my other lists have 5 men in a fast Rhino as a troops.
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

Martel732 wrote:
 Gunzhard wrote:
I stopped playing BA as elite back in 5th. If you try to roll elite, you make the codex even worse than it already is. Elite BA IS the worst list in the game, hands down. You have to spam the cheapest stuff you can, because your stuff WILL die, with little to no effort anymore.

If I could field each marine as an individual unit I would absolutely do this in order to mitigate losses from OP weapons.


Hmm alright... well what do you field? ...our scouts kind of stink, we do have an 'elite' codex no matter how you shake it though. I've been running SG all the time and they usually kick butt... although I'll agree they use up a big chunk of points.

They work for me how the Death Company used to work -- scaring opponents into spending tons of ammo on them, except now my DC just die while my SG still usually can pull off a brutal assault.

For what you're doing, regular space marines with free razorbacks would probably be better.


Things that kill DC also kill SG.

I field a lot of minimum squads with maxxed firepower. The only true assault list I even bother with is archangel sanguine wing, and it's hard to get that to work correctly. That list uses scouts as troops. Most of my other lists have 5 men in a fast Rhino as a troops.


It seems like you must play against a lot of AP2 weapons... but 3+ armour and 2+ armour are not the same most of the time; and while both units arrive with a bunch of attacks, the SG all have master-crafted power weapons.

Anyway I know what you're saying... bottom line, the BA codex could be a lot better all around - but the min-max troop and/or scout thing would be much, much better with regular marines.

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in us
Regular Dakkanaut




Scourges have always made their points back and more when I use them. Love the winged bastards
   
Made in us
Nasty Nob





United States

 Commissar Terrence wrote:
StormBoyz.... Those are the only ones I have, therefore. The best jump soldiers in my opinion


4 Stormboyz, and one Nob with Klaw. 80 Points?

On a WAAAGH, they can fly SOO far.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gb
Esteemed Veteran Space Marine




UK

I don't get all the assault marine hate, mine have always performed really well. And Vanguard Vets are even better. Especially as part of the Shadowstrike kill team.

 
   
Made in us
Locked in the Tower of Amareo




 Gunzhard wrote:
Martel732 wrote:
 Gunzhard wrote:
I stopped playing BA as elite back in 5th. If you try to roll elite, you make the codex even worse than it already is. Elite BA IS the worst list in the game, hands down. You have to spam the cheapest stuff you can, because your stuff WILL die, with little to no effort anymore.

If I could field each marine as an individual unit I would absolutely do this in order to mitigate losses from OP weapons.


Hmm alright... well what do you field? ...our scouts kind of stink, we do have an 'elite' codex no matter how you shake it though. I've been running SG all the time and they usually kick butt... although I'll agree they use up a big chunk of points.

They work for me how the Death Company used to work -- scaring opponents into spending tons of ammo on them, except now my DC just die while my SG still usually can pull off a brutal assault.

For what you're doing, regular space marines with free razorbacks would probably be better.


Things that kill DC also kill SG.

I field a lot of minimum squads with maxxed firepower. The only true assault list I even bother with is archangel sanguine wing, and it's hard to get that to work correctly. That list uses scouts as troops. Most of my other lists have 5 men in a fast Rhino as a troops.


It seems like you must play against a lot of AP2 weapons... but 3+ armour and 2+ armour are not the same most of the time; and while both units arrive with a bunch of attacks, the SG all have master-crafted power weapons.

Anyway I know what you're saying... bottom line, the BA codex could be a lot better all around - but the min-max troop and/or scout thing would be much, much better with regular marines.


Every MC in the game gets AP2 for free. That's not a good start. And again, I don't want to instantly butcher a unit I assault. I want to spend a turn immune to shooting. Unless it's an MC. Which I want to butcher instantly and take no return attacks from. There aren't many AP 3 weapons worth taking in the game. So everyone jumps straight to AP 2. Furthermore, everyone needs a bucket of AP 2 to kill DK and Riptides. SG are just a sideshow compared to those units.

To me, the real selling point of the SG is that you don't have to get them any upgrades at all. No priest, no additional equipment, nothing. Except maybe the banner. They don't need the WS because of master crafted, and as far as FNP goes, I think it's statistically superior to just buy more SG.

Of course the min troop thing would be much better with regular marines, EVERYTHING is much better with regular marines. BA quite literally have no niche at all.

Also, bikers being better in every way doesn't help at all.


Automatically Appended Next Post:
 General Kroll wrote:
I don't get all the assault marine hate, mine have always performed really well. And Vanguard Vets are even better. Especially as part of the Shadowstrike kill team.


They can't fight real assault units. They're just bullies.

This message was edited 6 times. Last update was at 2016/05/11 19:09:10


 
   
Made in gb
Esteemed Veteran Space Marine




UK

Martel732 wrote:

Automatically Appended Next Post:
 General Kroll wrote:
I don't get all the assault marine hate, mine have always performed really well. And Vanguard Vets are even better. Especially as part of the Shadowstrike kill team.


They can't fight real assault units. They're just bullies.


The trick is to leverage them against units that they CAN be effective against. Like you say, they are bullies, use them as such.

 
   
Made in us
Kinebrach-Knobbling Xeno Interrogator



California

4 Stormboyz, and one Nob with Klaw. 80 Points?


Yeah 80 points. Too bad you can't Assault after landing Da Vulcha Skwad in from a Deepstrike, as that would be an even better use for them. I have fun using Stormboyz, even if they aren't the best jump unit. They could use a Strength boost since you can't bring Shootas, or at the least a slightly higher Initiative given their love of training... And it would be nice if a Nob character was included to model (body/arms at least), but oh well.
   
Made in us
Decrepit Dakkanaut




For the record, Death Company are absolutely more durable for the points than Sanguine Guard except to SPECIFICALLY AP3. Plus you don't need Power Weapons on everyone when you just throw a couple of hidden Power Fists, Bolters, and Rage + Furious Charge.
Sanguine Guard also require babysitters to help them soak wounds like the Priest and Dante. At MOST you only maybe want Dante in your Death Company, but he's not necessary for them to function.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in at
Stalwart Tribune





Austria

 Haravikk wrote:
Does anyone actually have good Jump Infantry right now?

Not right now, because still no Ursarax- and Artalax-modells, a.k.a. murdermachines. Tought, I tested Ursarax with proxies a while ago. As I said, murdermachines.

30k: Taghmata Omnissiah(5,5k)
Ordo Reductor(4,5k)
Legio Cybernetica(WIP)

40k(Inactive): Adeptus Mechanicus(2,5k)

WFB(Inactive): Nippon, Skaven

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Made in au
Missionary On A Mission




Australia

Flamers of Tzeentch can be pretty good - summon them next to some 4+ saves (firewarriors, scouts, guard etc) and they can wreck some havoc. Then next turn they can jump away and do the same thing to something else.

I wouldn't use them against anything that has a decent save against them though, since you'll start handing out FNP buffs... God that Warpflame rule is stupid.


 
   
Made in gb
Lethal Lhamean




Birmingham

Another vote for Scourges. Take 5 of them with 4 Haywire Blasters/Heat Lances/Blasters, Deep Strike next to a tank and delete it, all for 120pts (140 if you take the Blasters). Admitedly with T3, 4+/6++ and Feel no Pain they're not exactly the most survivable of units but by the time they're getting shot at they've probably already made their points back.
   
Made in us
Hardened Veteran Guardsman



Tampa, Florida

I also vote Seraphim. Point for point they are surprising tough, shoot very well with hand flamers (well... Once) and if Saint Celestine is hanging out with them are pretty evil in assault and can play hit and run shenanigans reliably. With the Saint and some upgrades they are a 335 point unit of fast moving whirling death for anything not wearing 2+ armor. Easily one of my favorite units in 40k. Woe betide anybody who tangles with that unit if we ever get a good faith system like 3rd edition back.

You want to make a very simple and effective SoB fandex? Implement the 3rd edition Faith system with a few tweaks, give Immolators back they're fire point (it's on the freaking model GW!), give Repentia FnP full time, put Eviscerators back in wargear section for Veteran Superiors, and make Penetent Engines not suck. Job done. No need to adjust points at all if Faith went back to being an actual useful ability again. I'll happily overpay 2-3 points per model in the current Codex if I could use 3rd edition Faith. It was that good...
   
Made in de
Junior Officer with Laspistol





People seem to be misreading the question. It's not "the best jump infantry" it's "good jump infantry" most of the examples provided here are the creme de la gak.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Krazed Killa Kan






Skyclaws are quite good in that they are assault marines that have rage for 4 attacks on the charge (and have counter attack as do all Space Wolves) for the price of a tactical marine at the cost of being WS/BS 3. Tons of attacks for relatively cheap while having the same durability against shooting is fairly good. Also considering that they are one of the "Claw" units they gain the benefits of being with Wulfen from 12" away instead of the standard 6" which being in range of the Wulfen makes them quite mobile and able to pull off some long range charges.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in gb
Fixture of Dakka




What makes Seraphim so good?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Omnipotent Necron Overlord






 Griddlelol wrote:
People seem to be misreading the question. It's not "the best jump infantry" it's "good jump infantry" most of the examples provided here are the creme de la gak.

I'm not sure - Vanguards qualify as cream of the gak. Vangards are well worth their points now they can charge turn 1 and with librarus giving them real resiliency.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in fi
Fully-charged Electropriest






pm713 wrote:
What makes Seraphim so good?


Cheap gunslingers who can take 2 Hand Flamers or Inferno Pistols, Hit and Run and an Act of Faith that gives Shred. A rerollable 6++ save can help mitigate their squishy nature, being only T3.

7000 pts 1000 pts 2000 pts 500 pts 3000 pts
 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in us
Shadowy Grot Kommittee Memba






Cohen biker models first add +1T, and can turbo boost, AND get their durability doubled by jink, it's real hard to see jump packers as a category compete.


Automatically Appended Next Post:
Cohen biker models first add +1T, and can turbo boost, AND get their durability doubled by jink, it's real hard to see jump packers as a category compete.

This message was edited 1 time. Last update was at 2016/05/13 21:00:04


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Hallowed Canoness





Between

pm713 wrote:
What makes Seraphim so good?


What Lammi said, plus their ridiculously low cost.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

What about Grey Knight Interceptors? Force weapons, incinerators, hammers, 30" shunt move once per game, Hammerhand? They are expensive as all get out, but since grey knights have no bikes they are not really competing against anything that share their slot does their job better.
   
Made in gb
Hallowed Canoness





Between

Interceptors are too many points for a unit that's going to shoot once and then die, because T4/3+ is just too fragile these days. The rerollable 6++ and mere 15ppm is one of the reasons Seraphim are boss.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Missouri

SemperMortis wrote:
On the other hand, are Crisis suits considered jump or jet? I want to say Jet, but if by some happy coincidence they are jump, I would say those.


"Jet pack infantry" in the new codex. I had to look it up because I didn't know jet pack infantry was actually its own unit type now. Used to be they were still classed as jump infantry but had (jet pack) next to the unit type.

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
Made in us
Krazed Killa Kan






 Sidstyler wrote:
SemperMortis wrote:
On the other hand, are Crisis suits considered jump or jet? I want to say Jet, but if by some happy coincidence they are jump, I would say those.


"Jet pack infantry" in the new codex. I had to look it up because I didn't know jet pack infantry was actually its own unit type now. Used to be they were still classed as jump infantry but had (jet pack) next to the unit type.


They where jet pack infantry in 6th edition as well.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

I thought the FAQ ruled against just running through walls? (Rightfully.) Which should give jump infantry their rightful, logical role.
   
Made in gb
Longtime Dakkanaut





UK

Alcibiades wrote:
I thought the FAQ ruled against just running through walls? (Rightfully.) Which should give jump infantry their rightful, logical role.


Yeah, but I also think the FAQ said that vertical movement doesn't count IIRC. So Jump Infantry can jump over walls and possibly buildings.

YMDC = nightmare 
   
 
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