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Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

The question I want to pose to you guys is it better to my assault marine (without jump packs and in rhinos and razorbacks) Bolters or CCW and Pistols?

The reason is that I roll my army forward pretty fast so that they are within double-tap range but if I'm doing that then I most often am also in charge range too, and would it be better to have three attacks on a charge and two on every round after? Bolters are strong but marines are often out gunned if you ask me so I'd think more CC would be better. Of course I'd still have them with melta's and/or flamers.

Thoughts?

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Made in us
Legendary Dogfighter




Garden Grove, CA

Are you talking bout tac squads? Because Assault marines don't get bolters (grumble grumble).

"Do not practice until you get it right, practice until you can not get it wrong." In other words, stop effing up.
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

The only units in the BA codex that have a choice between Bolters and BP + CS are Scouts and Death Company.

Given that you want to be in CC with them, I'd generally prefer the extra CC attack anyway.

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Made in us
Stealthy Warhound Titan Princeps






Bolters may actually be a good choice on death company, seeing as they can rapid fire then charge.
   
Made in us
Boosting Ultramarine Biker






Seems like you have already answered the question you posed. CCW + BP are the favored loadouts in mech BA, especially when running razorbacks. Don't forget that we have access to priests and this begs for CC equipped squads. Bolters are nothing special in practical use in the game, a bolt pistol is typically just as effective, since realistically you won't be out of your transports (hopefully) if you are 24" away from the enemy. And you can shoot the pistols prior to assaulting- can't do that with bolters. You'll never get overwhelming wound results from even a squad of bolter shots rapid firing (maybe against nids and orks or other light armor troops- but even then, why bother?). The strength of BA mech is your ability to get to the enemy really fast and shoot their armor/MEQ on the way in, softening them up for assault by your assault marines. And you want that extra attack on the initial charge, especially when FC is factored in.

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Made in us
Legendary Dogfighter




Garden Grove, CA

Horst wrote:Bolters may actually be a good choice on death company, seeing as they can rapid fire then charge.


Especially if the DC have a PF/TH. They're not gonna get the extra attack anyway, so why not get an extra shot in? It's worth trying, if nothing else.

"Do not practice until you get it right, practice until you can not get it wrong." In other words, stop effing up.
 
   
Made in us
Road-Raging Blood Angel Biker





your basement

i have to agree with the above knight nailed it

but to elaborate assault squads should have flamers or meltas obviously as their special

and the sarge should have (debate) ether a pf, pw &/or melta bombs or nothing

meltas go with fist or nothing and flamer goes with pw simple enough

i defy this cuz i can... all my sarges have pw and infernus pistols along with ether flamer or melta

i got to say it creates diversity but costs me a dread in higher point games which i miss out on

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Made in us
Angry Blood Angel Assault marine





Close to Maddness, Far from Safe

Thanks for the help, I just got my battleforce the other day and thought I'd use the tactical squad as a assaults squad thinking that they both would use about the same stuff.

Going the extra attack looks better and better all the time, but the tip about using bolters for death company is good too.

thanks again.

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http://www.dakkadakka.com/dakkaforum/posts/list/632365.page

 
   
 
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