Switch Theme:

Utility of Assault Marines without Jump Packs  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Xeno-Hating Inquisitorial Excruciator





So everyone I see seems to use assault marines with their jump packs. I was builing a list using a marine demi company and a 10th company task force. Usingthe Charcharadons chapter tactics and I decided to go for a drop pod heavy list with everyone I can in a pod. The tacticals have the extracombat blade so they are likeassault marines with bolters as well.

Anyway, I was at a dilemma ofweather to bother with jump packs or not. My tacticals do the job of not but with better shooting, so would it be worth it for the extra mobility?
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Magnets, of course, is the best answer.

Both have their merits. 5 guys with a pair of flamers can make a faux-tactical squad with double specials in a MSU list. And works well in a pod (and still OK in a razor/rhino) Hop out, burn something. The lack of bolters is made up for with the extra flamer, and if they get charged/charge themselves, they do a touch better in CC.

In drop pods, they can boost your count, and let more alpha strike in. Plus add a nice anti-infantry pod to your toolbox.

In a Gladius, they get to ride in a free transport. Well worth the lack of packs when you get something for free.

I think JPs still serve a solid purpose. The give you a little extra mobility, not hampered by the issues vehicles bring. Nice little troubleshooter squad. Not as good as bikes, but that’s the world we have right now. But a marine descending on wings of fire is an iconic part of the SM imagery, so I like to take a squad from time to time. JPs still work, at least at the FLGS level.

   
Made in gb
Xeno-Hating Inquisitorial Excruciator





Currently it's a ten man squad in pod. got a vet sarge w/ meltabombs. That's it, was thinking an eviscerator or two maybe
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 HANZERtank wrote:
Currently it's a ten man squad in pod. got a vet sarge w/ meltabombs. That's it, was thinking an eviscerator or two maybe


I tend to run 5 man squads, 2xFlamers, vet sarge w/ a power weapon. Either with packs or in a pod, depending on the rest of the list.

10 man squads I find are harder to keep out of LOS/in cover, and tend to be unwieldy to maneuver on the table.

I’m stingy with points, so have trouble bringing myself to buy the eviscerator. I will admit there are perks to including what amounts to a hidden powerfist. But the price is a little too rich for me.

(That and I used the bit to make a Teeth of Terra option for my foot captain)

   
Made in gb
Xeno-Hating Inquisitorial Excruciator





Idea was to combat squad and drop pod in near a tank or two, and just sit there menacingly revving the eviserators to draw fire if I fail to destroy them with the dev squads.
   
 
Forum Index » 40K General Discussion
Go to: