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![[Post New]](/s/i/i.gif) 2012/10/03 06:24:07
Subject: Assault Squad Composition
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Annoyed Blood Angel Devastator
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What do you think is more valuable in a 1k list assault squad. 1. 2 flamers, PS or 2. 2 MG, MB If you had to choose between these two. flamers + power sword offers overwatch buffers, ignoring cover, and a good amount of hits on the assault. The power sword obviously gives a more competent assault against MEQ. And I think you know what melta's are for.
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This message was edited 1 time. Last update was at 2012/10/03 23:17:20
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![[Post New]](/s/i/i.gif) 2012/10/03 06:28:21
Subject: Re:Assault Squad Composition
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Bounding Assault Marine
brooklyn, NY. USA
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for the MG list, i think you shouls be throwing a combi-melta on the sergeant for all the melty goodness.
And as to ur question, its hard to answer without knowing what else is in your army. Personally i run them with Melta's, and dont worry about flamers and overwatch, with jump packs you assault way more then you get assaulted. Automatically Appended Next Post: for the MG list, i think you shouls be throwing a combi-melta on the sergeant for all the melty goodness.
And as to ur question, its hard to answer without knowing what else is in your army. Personally i run them with Melta's, and dont worry about flamers and overwatch, with jump packs you assault way more then you get assaulted.
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This message was edited 1 time. Last update was at 2012/10/03 06:28:27
There is only the Emperor! He is our shield and protector.
Crimson Fist- 9,000+
30K Imperial Fists- 2100 |
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![[Post New]](/s/i/i.gif) 2012/10/03 13:14:26
Subject: Assault Squad Composition
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The Marine Standing Behind Marneus Calgar
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As with all things marine, it depends on the rest of the list.
(take with an Ultramarine player's grain of salt)
I use my assault squads as anti-infintry harassment units. I prefer flamers for the job, as you have the maneuverability to lay the template down just right. If you need to take down a tank, you have krak grenades and most rear armor is AV10. If I have a spare 5 points, the sarge is the first in line for melta bombs.
I generally field my melta on tac squads in rhinos or speeders. As a BA player, I'd assume my melta tac's job would be taken over by an assault squad like your second choice.
Is there a reason you can't take both? What is your other troop pick? Both units are good at what they do, and what they do is needed for a balanced army.
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![[Post New]](/s/i/i.gif) 2012/10/03 13:37:30
Subject: Assault Squad Composition
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Water-Caste Negotiator
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Or, you could go with 2x Flamers plus Melta Bombs.
Gives you anti-armor (5 melta bombs on the charge are far more effective than 1-2 meltaguns), and gives you a nice bit of anti-horde as well.
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![[Post New]](/s/i/i.gif) 2012/10/03 15:57:45
Subject: Assault Squad Composition
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Raging-on-the-Inside Blood Angel Sergeant
Alexandria, VA
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It really depends on how you want to use the unit...anti-tank or horde control. Both are good setups. I'd advise against gearing up a unit to do both, it is better to go full out in one direction or the other.
Veskrashen wrote:Or, you could go with 2x Flamers plus Melta Bombs.
Gives you anti-armor (5 melta bombs on the charge are far more effective than 1-2 meltaguns), and gives you a nice bit of anti-horde as well.
You only get 1 attack with a meltabomb.
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![[Post New]](/s/i/i.gif) 2012/10/03 19:22:41
Subject: Assault Squad Composition
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Plastictrees
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Well I'm playing vanilla marines who don't get the MG option, but have you thought about 2 flamers and a MB?
I wouldn't think that jetpack marines would want to be assaulting other marines, even BAs, since they don't get much advantage with only an extra str4 attack or two. They especially don't want to be assault GKs, who will kill them outright.
It seems like they ought to be assaulting weaker hordes (which makes the flamers useful) or vehicles/MCs (for which they use krak grenades and the meltabomb).
Meltaguns are really only useful in suicide drops to kill vehicles. Now with the vehicle assault rules that let you hit on a 3+ in assault, krak grenades are more useful against vehicles than anything short of a land raider. So you might as well just deploy, then fly up and krak the thing instead of taking a chance with the reserves and DoA scatter rolls.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2012/10/03 22:03:46
Subject: Assault Squad Composition
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Utilizing Careful Highlighting
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Flamers and powersword.
These guys are solid anti infantry and ideal to reinforce another unit in combat, ie a tac squad. They should not be out alone but remain tightly supported.
Against most other troops this combo is reasonably solid and your SGT can handle a challenge. If you are taking an elite assault, with the squad alone, short of TH/SS putting a bit of hurt down the unit needs to bug out. In contrast moving on a horde of boyz, flaming the first rank down, then going in w hammer and initiative, about as good as marines get for cc outside first company.
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Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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![[Post New]](/s/i/i.gif) 2012/10/03 23:20:20
Subject: Assault Squad Composition
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Annoyed Blood Angel Devastator
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Well, after some playing around with the list I ended up with this. --/[*troops*]\-- {435} -10man Assault sq - [235] 2 MG, SS, MB -10man Assault sq - [200] 2 Flamers --/[*elites*]\-- {90 } -1 Sang Priest - [90 ] jump pack, PS --/[*Heavy Support*]\-- {250} -Devastator squad - [120] 3 MLs -Devastator squad - [130] 4 MLs --/[*Headquarters*]\-- {125} -1 Librarian - [125] jump pack, Bio/div --/[*Fortifications*]\-- {100} -Aegis Defense Line - [100] TOTAL - {1000} -Squad with SS combines with the priest and libby and deppstrikes alongside the other assault sq and the vets. -ws5, FC, and FNP is a better place for a PS, so I threw the squad's PS on the priest. I'm not sure if dropping another ML would be a better option to squeeze in MG s instead of flamers.
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This message was edited 3 times. Last update was at 2012/10/03 23:23:27
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![[Post New]](/s/i/i.gif) 2012/10/04 01:30:05
Subject: Assault Squad Composition
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Raging-on-the-Inside Blood Angel Sergeant
Alexandria, VA
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Flavius Infernus wrote:Meltaguns are really only useful in suicide drops to kill vehicles. Now with the vehicle assault rules that let you hit on a 3+ in assault, krak grenades are more useful against vehicles than anything short of a land raider. So you might as well just deploy, then fly up and krak the thing instead of taking a chance with the reserves and DoA scatter rolls.
You don't have to suicide drop to use meltaguns on assault marines, nothing wrong with jumping up the board.
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![[Post New]](/s/i/i.gif) 2012/10/04 02:53:21
Subject: Re:Assault Squad Composition
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Blood Angel Terminator with Lightning Claws
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Those meltaguns are handy on the turn you arrive, the turn you can't assault with grenades. After that yes, it is probably better to let 10 marines attack with krak grenades or meltabombs on the rear armor but again you get to shoot the meltaguns before you charge and assault with grenades.
What am I going to do with flamers? If I want anti infantry we have many choices in the codex that are sufficient if not better. Assault squads in their own right are great against average troops in CC. Giving them MG extends their threat range from just infantry to pretty much anything. I have toyed with the idea of taking a flamer, however every time I do it is either underwhelming or I never get a chance to shoot it at anything. I really want to put dual flame pisols on an assault guy... I just feel like it would be a big waste of 30 points. I would also love to get some drop pod Sternguard with combiweapons and have 3 combiflamers with 2 heavy flamers, the other 5 with combi meltas.
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![[Post New]](/s/i/i.gif) 2012/10/04 12:33:40
Subject: Assault Squad Composition
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Plastictrees
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I played a lot of games with an army that had 3 fullsized units of assault marines (vanilla marines) and I never found it desirable to deepstrike the jumppack marines. If you deploy on the table, you can jump forward and nearly always reach assault with enemy targets by turn 2. But if you drop in, you don't have any control over when you arrive and have no chance of reaching assault before turn 3 at the earliest.
Yes, BA get the DoA bonuses, but I've played against really good players with all-jumppack BA forces who still just deployed and then moved up across the table, because it gives you more control and lets you coordinate your attack.
Krak is better than meltaguns against anything except land raiders. If you're not dropping, you don't really need meltaguns.
Jumppack marines are mobile, therefore they can pick their targets, therefore they don't need to be versatile. The advantage of flamers is that, because you're mobile, you can pick the target that's most vulnerable to flamers and go kill them. You're proactive, not reacting to what your opponent does and suddenly needing a meltagun and wishing you'd brought one.
Personally with sternguard I've had better experiences just giving them all combimeltas. Their ammo is so awesome that I'm reluctant to give up the regular bolter shots in exchange for a flamer.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2012/10/04 21:39:46
Subject: Assault Squad Composition
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Utilizing Careful Highlighting
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Also maybe worth mentioning as assault marines are so mobile there will be times w transports full of troops where you can surround and assault so troops get destroyed with vehicle. In that instance, irregular as the opportunity is, it would be all about grenades, not MGs.
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Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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