Makumba wrote:
Nevelon wrote:Makumba wrote:When was the last time assault marines were actualy used in sm lists, because I had to have been before 5th ed. Only assault marines I did see since I started to play were
BA ones, and more offten then not they werent wearin jump packs.
I field mine semi-reguarly. Normally just a 5 man stick with a pair of flamers and a vet sarge. If I’m using pods, odds are they are riding one, but I don’t do that all the time. Still work well with the jump packs.
But you can take bikers with flamers or strenguad with heavy flamers. Plus flamers are rather bad against anything other then
IG, and sm don't need flamers to demolish
IG armies. What are two flamers going to do something like orks, even if they jump out of a pod. They kill 7 or 8 boys and then get charged by a 60 sized super mob.
Assault marines are a bully unit. You find something weaker then you, and go pound them. If you are tangling with a full green tide (without help) you are doing it wrong. Pathfinders,
Dev squads, havoks, minimum objective campers. Those are your targets. Two games ago I took a full 10 man unit. Slammed into a 20 man necron warrior squad. Killed and swept them. Could I have done this with bikes? Maybe. Shooting? nope.
I’ll admit that in general, bikes are better then assault marines. I’m blessed with a local meta that’s not hyper competitive and cut-thought. So I can take units I think are cool, and still do OK with them.
Flamers have some perks. Wall of Death, No Escape. Ignores cover. They cost next to nothing, and I find that it’s worth including them, even though they cost me a
CC attack. But generally they kill more then one swing would do anyway. You have the speed with the jump pack to get the template placed right where you want, so can generally catch a good number under the template.
IMHO,
YMMV, etc.