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I have a variety of IG, WH and DH troops, each of which can form the base army and induct allies. However, all of them are slow, or have to rely on drop troops etc for getting anywhere fast. While Seraphim can get into combat quickly, they are expensive and do not all that many attacks when they get there.
My question is: What is the best rapid assault squad addition to one of these armies?. As points cost per unit killed is the only real value and to make it reasonably comparable, I suggest looking at a maximum value of 250 points and assuming they are assaulting MEQ.
For instance, a Kroot Hound Pack with 9 Kroot, a Shaper and 20 Kroot Hounds would be able to infiltrate, fleet of foot and, most likely assault, in the first turn. They then would hand out 82 S4 attacks. By my reckoning, this should kill, on average, 6.8 MEQ (half will hit, half of those will wound and one third of the armour saves will be failed.
What would you suggest as a better rapid assault squad for 250 points?
True enough, the kroot will hurt if they assault UNSCATHED . They normally have no armor save so unless your opponent parks them in woods you can ripe them to shreds with just about anything. Now onto your question. Imperium doesn't have much in the way of first turn assault people. The only ones I can think right now are Shrike's wing and Scout bikers. Shrike's wing will be way more expensive and the scout bikers aren't the greatest CC people ever.
Now if you're just talking fast assault like say turn 2 Jump Pack squads do a decent job of it. Bikers are okay but not big enough squads. You can also use a LRC to haul a nasty unit up close. Rough riders are good for 1 assault then are pretty crappy but still they are good for that one assault. Not too much in DH for assault by turn 2. Not very familiar with Witch Hunters. So that about sums it up outside of Special chapters for SM and Doctrines for IG (but they don't usually want to get into assault anyway.)