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Made in us
Bounding Ultramarine Assault Trooper





Oklahoma City

I have been experimenting with an all Assault Marine army, except for the two troop choices, which are scouts.  It is basically a Raven Guard army.  The army list is as follows:

(HQ) Chaplin with Bolt Pistol, Melta Bombs, Terminator Honors, and Jump Pack

(Troop) 5 Man Scout unit with Sniper Rifles

(Troop) 5 Man Scout unit with Close Combat Weapons and Bolters

(Elite) 10 Man Assault Marine unit with Melta Bombs and Furious Charge, Terminator Honors and Power Weapon for Sergeant

(Elite) 10 Man Assalut Marine unit with Melta Bombs and Furious Charge, Terminator Honors and Power Weapon for Sergeant

(Fast Attack) 10 Man Assault Marine unit with Melta Bombs, Terminator Honors and Power Sword for Sergeant

(Fast Attack) 10 Man Assault Marine unit with Melta Bombs, Terminator Honors and Power Sword for Sergeant

The Elite units can have jump packs thanks to the "Blessed Be The Warriors" Trait. 

So far, it seems like it is much easier for my Marines to get into close combat (as it should be), but they die very quickly to counter assaults.  Fighting against Eldar, it seems like I would kill one unit, and then I would get smacked.  I would support the damaged unit with a fresh one, and destroy the damaged enemy unit, only to get smacked again.  Trying to destroy Eldar grav tanks was pretty tough as well, as I had to roll a "6" just to hit.  Of course, I would destroy the tank with a Melta Bomb almost every time.  That is, except for the Falcon.  I know, I know.......it's a Falcon.  But, it was the only thing left at the end of the game.

I have not tried this army against another army yet.

My question is:  Has anyone else ever tried this type of army?  It seems like it is an "all or nothing" army.  The Assault Marines can cross the game table, and be in combat by Turn 3, but they are pretty easy to just Rapid Fire/Heavy Weapon to death.  Against Orcs, and other Assault armies, they would be at a disadvantage.  Good, because they are tough Marines (good Toughness and 3+ Saves), but pretty easy to outnumber.  Chaos armies would also be tough because they are Marines with extras.  Traitor Guard and LOTD would be neat to try, as all of their troops would be toast if I could get past Rapid Fire death fields. 

I was just wondering what your thoughts were.  Please, fell free to post.


I can still remember when a box of 30 Space Marines was $30.00. Now THAT'S old school! In fact, I started playing in the Rogue Trader days...yes, I am that old. Played Warhammer Fantasy for years before Rogue Trader even came out...

6,800 Pts. Ultramarines, 1,500 Pts. Deathwatch, 1,000 Pts. Black Templars, 1,000 Pts. Blood Ravens, 1,000 Pts. Emperors Children, 2,000 Pts. Word Bearers, 3,500 Pts. Eldar (Alaitoc or Biel-tan), 2,000 Pts. Tau, 2,000 Pts. Sisters of Battle, 999 Pts. of Thousand Sons, 1,000 Points Dark Eldar, 1,000 Points Adeptus Arbites, 1,000 Points Freebooters, 1,000 Points "Last Chancers", 1,000 Points Tyranids, 1,000 Points Necrons

2,500 Pts. Brotherhood, 2,000 Pts. Undead, 2,000 Pts. Sylvan Kin Elves, 2,000 Pts. Empire of Dust, 3,000 Pts. Orcs with Goblin Allies

5 Necromunda Gangs, 10 Mordheim Warbands, and 5 Frostgrave warbands 
   
Made in us
Tunneling Trygon





One thing I can tell you for sure: Your Sarges should all have Power Fists. It's not even a question.

You might also want to break the squads up into smaller units. Gives you more Fists. Also, if you're getting counter assaulted, then you'll have more units free to hit the counter-chargers. Right now you've got 4x10. Might try 5x8. Smaller than that can lead to problems with staying power. You want to get as many Fists on the table as you can, but not so many that the squads can't put some wounds around them.

I dunno, try out 4x6 and 2x8...

I'd also suggest 6 man Las/Plas squads in place of the Scouts. One of the best values in the game, until Jervis does away with it forever.

If you want to build this list, the new BA list is actually a very good way to do it. They've got a lot of Jump Pack options, and the best Jump Packers in the game (Death Company).



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http://jackhammer40k.blogspot.com/ 
   
Made in us
Dakka Veteran





Assault-marine Blood Angels has always been, and always will be an all-or-nothing army.

You either get lucky and face an opponent without enough firepower/mobility to stop all your jump-packers dead in their tracks who subsequently gets chewed up in assault, or the enemy inflicts enough casualties that they can then swamp the marines that do make it to assault...

Seeing as though Eldar are supreme at playing the firepower/mobility game, you're bound to have a tough run against them...


Ba-zziiing!



 
   
Made in us
Regular Dakkanaut





You could free up points for your new sergeant by putting melta bombs on only sergeants...you rarely need more than one. Also, why not get the "all of my assault squads can take furious charge" trait? It seems like a good fit and you can fund it by dropping extras off of scouts. And the melta bombs for that matter...you get FC for 10 pts less than you get m. bombs for everyone per squad. That nets you 40 points, exactly as many as you need for a fisting sergeant!
   
Made in nz
Longtime Dakkanaut





New Zealand

been thinking of doing domething similar with the new BA rules, a jumppack army is rather appealing. But it has so little ranged weaponry that a shooty gunline or a strong HtH army is always likely to hurt it badly. Backing it up with some vehicles or Devastators is tempting, but of course where do the spare points come from?
   
 
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