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![[Post New]](/s/i/i.gif) 2016/02/26 17:07:20
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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I am running Firehawks Chapter Tactics and need help figuring out maximum potency for the skyhammer.
Bonuses:
+1 Str HoW
+1 Str to all flamers turn of arriving from DS
Assault marines count as obj sec.
Access to 5pt hand flamers on range weap table.
Run in a skyhammer formation
Assaults turn 1 from arriving via DS
Always gets HoW + 12" move
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5x Tac Squad Load out - 70pts - (140 +/- pts)
5x packs - (15pts)
1x Sgt - Vt Sgt - Hand Flamer - MB - ccw?? (20+?pts)
1x Evicerator - (25pts)
2x Flamers - (10pts)
1x BP/CS - (free)
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Gives -
2x Str 8 AP 2 Armourbane attacks from Evi
1x MB or 4x CCW from Vt Sgt at ap ?
2x Str 5 flamers
1x Str 4 flamer
5x Str 5 HoW
3x Str 4 Ap -
I think it packs a MEAN punch at 140 points. What should the Sgt have for ccw? What should be changed?
Order of charge -----> BP/CS moves first to absorb overwatch, flamers next, then sgt, then Evi.
this guarantees something dies from melta or armourbane or ap2.
Thoughts?
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This message was edited 3 times. Last update was at 2016/02/26 17:44:00
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/02/26 18:06:37
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Longtime Dakkanaut
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How are assault marines in the skyhammer Objective secured? I assume its the chapter tactics? I would cut the evis because its on a 1 attack base on a t4 3+ save unit. I would give the sergeant a power sword to take advantage of his +1 attack for being a vet and +1 attack from having a hand flamer.
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This message was edited 1 time. Last update was at 2016/02/26 18:08:26
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![[Post New]](/s/i/i.gif) 2016/02/26 18:14:22
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Longtime Dakkanaut
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They don't get Objective Secured - their original rule was making them scoring and denial units, just like Kantor and Sternguard before 6th
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/26 18:21:21
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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Frozocrone wrote:They don't get Objective Secured - their original rule was making them scoring and denial units, just like Kantor and Sternguard before 6th
Right. Everything scores now. I emailed FW and asked them how they would run it and they said Obj Secured. I have an email from them saying thats how it should be run and that they havent gotten around to updating the badab 6th stuff
Hi Ben,
Thank you for our email. Until any official update is released by the Forge World writing team, we would suggest, as you did, that it counts as objective secured. The writers are working on some FAQ's and updates to our space Marine rules to bring them in line with both 7th edition and the current space Marine codex. however, as you can imagine this is a large project and has to be fitted in to their already tight schedule. So, we are unable to provide a time scale as to when this would happen and be released.
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This message was edited 2 times. Last update was at 2016/02/26 18:26:29
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/02/26 18:34:13
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Longtime Dakkanaut
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Fair enough, would just clarify with your opponents before you play them though
As for builds, I play BA if I do wack out the IoM, so my builds would differ considering I can go triple Melta or triple Plasma. I think Meltabombs should be included regardless of Chapter though, just in case you need to pop a vehicle, for 5 pts to cripple or destroy is a bargain.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/26 18:49:44
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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Frozocrone wrote:Fair enough, would just clarify with your opponents before you play them though
As for builds, I play BA if I do wack out the IoM, so my builds would differ considering I can go triple Melta or triple Plasma. I think Meltabombs should be included regardless of Chapter though, just in case you need to pop a vehicle, for 5 pts to cripple or destroy is a bargain.
The Sgt has a MB. hes in the only one who can take it i think. Always a must.
I will clarify with my opponents before each game. Im going to adepticon so i have to clear it with my opponents first anyways, but having a laminated print out email FROM FW saying its okay, should help. the only thing that would change is I lost the obj secured on 2x squads which isnt that big of a hit.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/02/26 19:03:13
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Unrelenting Rubric Terminator of Tzeentch
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I'd drop the evicerator, especially on a 5 man squad, since you're not going to have enough bullet catchers to let him do his job. For taking a 5 man squad, double flamer, double hand flamer (because you're running fire hawks), melta bombs if you've got the points.
If you're not going to run a 10 man squad, you're not going to get much use out of their assaulting capability and they're basically just a tax for the relentless grav/multi melta devs. No point taking a veteran sarge, that's 10 points you could use on something good.
Either go big and sink some points into a 10 man so they can do their job at being choppy or leave them at 5 with double flamers and risk coming in close and getting double (or quad in your case) templates off on something weak or charging a vehicle with krak/melta. IMHO, those are the only 2 choices for the ASM in skyhammer (much the same as grav/melta are the only choices for the skyhammer devs).
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2016/02/26 20:29:55
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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Interesting thing. Assault squads cant take ANTYHING from the range weapons list. Only Vvets can. Sooooo im back down to 2x regular, albiet str5 entry turn, flamers.
The tide had suddenly changed.
Id like to run the Evi. It will make combat with the chumps in front taking hits. 2x flamers and 1x bpcs. The sgt and the evi get to swing still. Now, do I give the Evi to the sgt for the extra attack, and just run another bpcs guy? Or do I run an Evi and a sgt with power weapon.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/02/26 21:00:14
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Longtime Dakkanaut
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Wouldn't put Evi to sergeant, otherwise it can be challenged out and you'll have lost the one Evi you can have.
If you have to give him anything, probably a Power Maul, or AP2 weapon.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/26 21:02:20
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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I was thinking AP2 but nothing strikes at inish.... maybe Power Mual mgiht be a way to go. AP3 concussive?
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/02/26 21:06:37
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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Power Mauls are AP4 I believe
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2016/02/26 21:20:02
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Longtime Dakkanaut
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They are also +2 Strength so more likely to get Concussive off. Against multi wound enemies, makes them slower than your Krak Grenades and strikes at the same time as the Evi
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/02/26 21:37:45
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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I need that AP3 for sure. AP4 is junk. I need to kill some marines with the CCW and terms with the Evi.
Wraithknights with Evi, carnifexes with PS.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/02/27 00:54:54
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Angry Blood Angel Assault marine
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I wouldn't count on on the evi striking too often. It really is WAY overcosted for what it is.
I run my 5-man assault squads with double flamers and nothing else.
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![[Post New]](/s/i/i.gif) 2016/02/27 04:41:52
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Resolute Ultramarine Honor Guard
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Double Flamers and maybe a MB on the Sergeant. If you have points you can take a Power Axe on the Sergeant to give it some swinging power.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2016/02/27 05:07:48
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Assault Kommando
Flint, Mi
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You shouldnt be getting overwatched the first turn. unless your devs completely destroy what they are shooting at.
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![[Post New]](/s/i/i.gif) 2016/02/29 16:43:21
Subject: 5x Man Assault Squad loadouts - Optimal loadout
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Frenzied Juggernaut
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Thats the issue, the assaulkt guys would do WONDERS against open topped mechs. 2x flamers to hit the crew, the MB and evi can take the transporr and that leaves the devs to shoot something else.
Its foolish if not excessive to shoot something with devs and then assault it. The rule is nice, but not needed imho. its better to take out 4 targets than 2. Or would 2 kill 2 than to overkill just 2.
The assault squads go after hordes, open topped and meqs. They need ALL the tank busting power they can get. Again remember 5x Str 5 HoW is enough to pop most light meq, the MB and evi and there to open a Leman russ or a LR. A much worth sacrifice if 140 pts takes out 250pts.
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This message was edited 1 time. Last update was at 2016/02/29 16:43:58
37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
7,000 pts - Nighthaunt
 
Dkok - 1850
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