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Made in us
Flashy Flashgitz





So I am starting to collect for my very first army aside from orks! I loved how my tac squads and dev squads performed in 500 point games using the ultramarine chapter tactics. So pretty much my end game is going to look like a company ( far future) but that includes assault marines, plus one of the doctrines makes assault marines get the fleet bonus. So is there a way I can make a squad of ten or so worth while? A few guys at the shop have really talked down on them... but I want to try them and go about it right! so thank you everyone for your comment and help
   
Made in us
Confessor Of Sins




WA, USA

There's a general backlash against assault units in this edition, though a lot of it is internet blowing out of proportion. You'll have people telling you it is worthless, but it isn't. That said, you do have to know how to use it properly and you simply cannot bomb forward and expect to do much of anything with them.

I see Assault Marines generally being good either as a flanking force, or supporting your shooting elements by either finishing off weakened targets, or jumping forward to attack things going after your firebase.

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Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Hellish Haemonculus






Boskydell, IL

5 assault marines in a drop pod with two flamers comes in at 95 points. That's a damn good anti-infantry unit, at a damn low price. Should they by some miracle survive the drop, they can even start slitzing up enemy infantry. Better for Sallies, but a useful consideration for Ultras as well.

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Made in us
Loyal Necron Lychguard





St. Louis, MO

In the most general terms - I think it really comes down to using assault units to support your shooting, whereas in 5th, it was often the other way around. Keep em cheap, keep them simple.

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Made in us
Screamin' Stormboy





Follow curans advice. It is good. Assault marines are a counter attack type of unit. Use them as a moble reserve to move and help out where needed. They are best used to finish off weakens units that you have shot up.

"Us orkses was made ta fight an win!" 
   
Made in us
Near Golden Daemon Caliber






Illinois

Assault marines are bullies. They aren't toughs that are meant to take on the enemy's best fighting unit and win, they are tactical marines that move faster and trade rapid firing bolt guns for an extra cc attack. They can beat up weapon teams, devastators (barring particularly nasty overwatch) and so on. They are support, keep them cheap like people have said.

The trick where you swap their packs out for a transport is also a neat way to generate raw saturation... Either to round ( well, make odd) out your number of pods, or squeeze another razorback or two onto the table.

Realize that they aren't amazing CC dynamos and are meant as support, and I think they can be useful.

 
   
Made in us
Haemonculi Flesh Apprentice






 Jimsolo wrote:
5 assault marines in a drop pod with two flamers comes in at 95 points. That's a damn good anti-infantry unit, at a damn low price. Should they by some miracle survive the drop, they can even start slitzing up enemy infantry. Better for Sallies, but a useful consideration for Ultras as well.


IDK, throwing 95pts in the trash to kill lets say a PIS squad or some gaunts is hardly a good trade IMO. Hordes are cheap and 95 pts generally gets you more bodies then you'll kill in the drop and then you gave them first blood as well potentially. I love that unit but it also by no means being utilized as an assault unit. It's really taking the best ranged elements and putting them to work.

Personally I think 10 assault guys are rather nice with the jump packs. you can easily be there turn 2 and with fleet you should almost always make the assault. They can take out or at least threaten the ever so prevalent serpent as well. This helps take heat off your other units, very UM to me.

   
Made in us
Near Golden Daemon Caliber






Illinois

But assault is dangerous and iffy. Blasting them with your pair of flamers IS assaulting them, but with more reliable casualties

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

10 man assault marine units, maybe with chaplin, can also use them as vanguard for even more attacks. Excellent unit to get into melee with non-dedicated melee units and MC and kill them dead.

You can't die from shooting if your in melee and/or if the shooters are dead.

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Made in gb
Stubborn Dark Angels Veteran Sergeant






 Jimsolo wrote:
5 assault marines in a drop pod with two flamers comes in at 95 points. That's a damn good anti-infantry unit, at a damn low price. Should they by some miracle survive the drop, they can even start slitzing up enemy infantry. Better for Sallies, but a useful consideration for Ultras as well.

+1 for this. 5 men in a drop pod with 2 flamers (and maybe a combi flamer) will have much more of an impact than the equivalent points spent on footslogging (jetslogging?) assault marines.

This strategy works fantastically with salamanders doctrine of course. But then again it serves its role well enough without it, so is perfectly viable in lists with other doctrines.
   
Made in us
Flashy Flashgitz





Wow thank you for all of the details! so I have had two thoughts, keep in mind this is for lower point games, but how would say 2 squads of fave handle just moving up each side while i have devastators and tactical in the middle. Or would just one plain squad of ten be better? If i did take a tan mad squad would putting three plasma pistols have any benefit or is that too pricey for them? like wise what about a power fist/weapon? And if it is worth the weapon then should the power weapon only be taken in ten man squads or five?
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Plasma pistols: No. Never. You can basically get another marine for the same cost, which would help your game much more.

Power weapon/fist: Hmmmm, this one really comes down to the role you plan for them and how important they are in that role. If you want to make a power house melee unit (not overly competitive in 6th, but still effective at cc) then of course get some special melee weapons in there. If you want them just to tie up shooting units in cc/ attack weaker blobs (ie guardsmen) I would keep the cost down and use the points elsewhere.
   
Made in us
Flashy Flashgitz





Okay that helps with the pistol xD. So the second idea you said, attack weak troops, other infantry. I like that, not having a big roll for them but they still get to go after something. I think i know how ill be moving them through the battle field but I do wonder if in my smaller games should I do two small fave man squads or one ten man?? I probably wont be adding a power fist to the squads. (Although when i get the model made I just thought of give a chapter master a jump pack, with the eternal shield a thunder hammer and artificer armor xD but that's another day )
   
Made in gb
Is 'Eavy Metal Calling?





UK

Well, the 5 or ten discussion is really answered for you in the codex, thanks to the combat squad rule. You can take a squad of ten when building your list, and then choose when deploying to split them down into 2 5-man squads should you feel the need, or keep them as 10 if you want more punch in one place. This is also useful for tac squads as well, so check out the rule if you're unsure on it (P76 of the codex).

A chaplain is a great force multiplier for ASM, I'd certainly recommend one if you have the points.The JP Chaplain is an awesome model to boot.

 
   
Made in us
Flashy Flashgitz





Man I feel dumb! That is a great point hahah I can take them as a ten man then choose what to do if i split them or not haha thanks!
   
Made in sg
Wondering Why the Emperor Left





Terra

Personally for me I don't actually use assault marines, instead I use 10men vanguard with 4 melta bombs, 3 lightning claws, 4 storm shields in a DP for 330pts an excellent all rounder unit when they combat squad into lightning claws or melta bombs with 2 storm shields per squad

This is how I see it

10men vanguard-190pts w/no upgrades
10men sternies- 230pts w/ no upgrades

This message was edited 1 time. Last update was at 2013/09/27 09:44:14


I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
 
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