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![[Post New]](/s/i/i.gif) 2010/09/16 17:26:33
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Lieutenant Colonel
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Okay I have 10 Plastic SM Assault troops. Before I assemble and paint them I have a question what is better for the points!
Option A 2 x 5 Man Squads each lead by Sergeant 200pts
(2 Slots in Fast Attack NOT A 10 man Combat squaded)
1 x 10 Man Squad lead by a Single Sergeant 190pts
(1 Slot in Fast attack)
I think option A, as for only 10 pts more i get another sergeant with the extra Attack value. Plus if I gave them both something good like a PW & Combat Shield I would have 2 Sergeants for 10pts more than just one? I would move both squads as one anyway
I can afford to lose the Fast Attack Slot as my Land Speeders can move into a single slot!
Am I mad, or would I be a fool in making 2 Plastic Sergeant models, other wise I will need an 11th model so I can have them as 2 Seperate 5 man squads with 2 sergeants or (the extra man swaps out a sergeant) and I get a full 10man squad? Any advice?
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This message was edited 1 time. Last update was at 2010/09/16 17:56:04
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![[Post New]](/s/i/i.gif) 2010/09/16 17:38:15
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Stealthy Space Wolves Scout
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10 man squad. An assault squad with few bodies will most likely lose assaults, which makes them pointless.
The thing is you can join a chappy with them. And both cant benefit from re rolls if you split them up.
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This message was edited 1 time. Last update was at 2010/09/16 17:39:08
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![[Post New]](/s/i/i.gif) 2010/09/16 17:41:47
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Lieutenant Colonel
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The point is i would use them together anyway! even though they are seperate squads!
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![[Post New]](/s/i/i.gif) 2010/09/16 17:45:22
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Stealthy Space Wolves Scout
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mwnciboo wrote:The point is i would use them together anyway! even though they are seperate squads!
I see, well if you do have a model to swap out that 2nd sarge then get the 2nd sarge.
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There are 2 kinds of Dakka members: People who just think the game and people who actually play the game. Which one are you? |
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![[Post New]](/s/i/i.gif) 2010/09/16 18:11:14
Subject: Re:10 man SM Jump Assault Squad? or 2 seperate ones?
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Battleship Captain
Oregon
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I would say one larger squad simply because I think a Codex Assault Squad needs some kind of HQ attached to be really effective and larger squads are better to hide said HQ unit in.
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![[Post New]](/s/i/i.gif) 2010/09/16 18:22:14
Subject: Re:10 man SM Jump Assault Squad? or 2 seperate ones?
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Dark Angels Librarian with Book of Secrets
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Reasons for Two Squads
They allow for you to move them apart to contest seperate objectives if neccessary.
They allow for you to have an extra PW or PF into your assault force.
Only one squad can be targeted at a time, meaning that guided war-walkers with scatterlasers will only kill 5.
Reasons for One Squad
One VP will be given when all 10 are destroyed.
Easier to hide IC in the squad.
One 10 man squad is cheaper (slighly)
I would go with 1 squad, and combat squad them if the situation looks good.
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![[Post New]](/s/i/i.gif) 2010/09/16 18:26:26
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Powerful Pegasus Knight
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You get one sarge upgrade for 10 points and you have to combat squad. I would take 10 man everytime and (like labmouse42 says) combat squad if needed. The thing I don't like with a 5 man squad is that ALOT of stuff can charge in and kill 5 MEQ, or make them useless. Less so with a 10 man squad. EDIT: A little change on labmouse's post. The only advantage a 5 man squad has is the extra sarge (and power weapon, extra points there), every other point can be done by a combat squad, and pretty much equaly good.
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This message was edited 4 times. Last update was at 2010/09/16 18:37:24
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![[Post New]](/s/i/i.gif) 2010/09/16 18:26:34
Subject: Re:10 man SM Jump Assault Squad? or 2 seperate ones?
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Lieutenant Colonel
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If you are going to play kill points, take them as 1 squad for less kill points available.
If you are playing objectives, 2 squads for the extra power weapons.
If you are rolling for mission, take them as 2 squads as you are more likely to get an objective mission.
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This message was edited 2 times. Last update was at 2010/09/16 18:27:16
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![[Post New]](/s/i/i.gif) 2010/09/16 18:34:25
Subject: Re:10 man SM Jump Assault Squad? or 2 seperate ones?
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Powerful Pegasus Knight
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Rather:
If you are going to play kill points, take them as 1 squad for less kill points available.
If you are playing objectives, take one squad, combat squad if needed, use the extra points for a rhino.
If you are rolling for mission, take one squad, combat squad if needed, use the extra points for a rhino.
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![[Post New]](/s/i/i.gif) 2010/08/18 06:07:07
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Longtime Dakkanaut
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My take: If you have fast attack slots open, and are sold on taking assault marines, does this mean you want them for their mobility or their cost?
As I see it, 2 assault squads with free rhino switches are a great buy, especially in vulkan lists where you get upgraded hammers and buffed melta/flamer. More vehicles, especially free ones, are great!
If you want them for the jump packs, well this is a bit harder to manage. As a dedicated assault unit with no transport, they can get picked off a bit too easy and dont hit very hard at all. If you add combat characters to make them hit better, you might as well take termies for the points which dont need character support.
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![[Post New]](/s/i/i.gif) 2010/09/17 08:44:50
Subject: Re:10 man SM Jump Assault Squad? or 2 seperate ones?
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Dakka Veteran
In da middle of da WAAAGH! Australia.
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Definitely one squad of 10, if you have the points, maybe two 10 man squads.
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![[Post New]](/s/i/i.gif) 2010/09/17 08:53:06
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Lieutenant Colonel
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hmmm..Devian ID, I'm not taking Termies because I want a fast Assault unit, terminators are slow (RELENTLESS = Good, no Sweeping Advance = bad!). So I would purely be going for a Jump pack unit that can leap into cover then assault enemy next turn, massacre them, sweeping advance, consolidate and close on the next unit. If i throw in a Chaplain, I am more likely to get more wounds and therefore Sweeping Advance becomes more likely. I will be keeping the Assault unit under cover, until they can swoop on something vulnerable!
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![[Post New]](/s/i/i.gif) 2010/09/17 09:56:51
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Longtime Dakkanaut
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Ah I see mwnciboo. I would still advocate the use of the free rhino though. The free rhino gives you almost the same mobility as the jump pack, lets you bring your cover with you, and makes you immune to small arms.
Plus, 2 5 man squads can get 2 thunderhammers.
As a final aside, I would like to mention that termies not being able to sweeping advance is actually a HUGE BENEFIT sometimes! Consider this, many people play marines, and marines have ATSKNF.
If marines lose an assault, if they would normally run and get swept, they instead turn fearless and stick around. With termies, you cant sweep them, thus they never use ATSKNF. If you are anywhere near the board edge, then they will fall back right off the edge. Many a marine have been 'escorted' off the table.
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![[Post New]](/s/i/i.gif) 2010/09/17 20:39:34
Subject: 10 man SM Jump Assault Squad? or 2 seperate ones?
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Lieutenant Colonel
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Devian, i might actually go for the Rhino as you say. It seems like more armour on the table gets people worried when they see it.
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