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I've taken over the Topic of the Week from Lost Nemmie and will be posting new topics up every wednesday evening; anyhow on to my first topic...
The true Angels of Death; Assault Marines.
Over the past few editions of Warhammer 40,000 Assault marines hav dropped down in points; they are now less than 3/4 the cost they had been in 3rd edition and still have the full hitting power. Do you like them? Do you use them? How well do they preform? Have anything else to say Assault marine related? Feel free to mention it; this week is all about the marines who strike from the skies.
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Hi, I am new to Space Marines and have been trying out Blood Angels. I use two 5 man assault squads in rhino's in my list to capture obj. out of my deployment. In my experience they are very unreliable, twice i have charged them into tactical squads and left either heavily maimed or dead. Maybe I am using them wrong but I have had bad experiences with them.
Do I know you?!?!?!?!?
5 man squads tend to die really quickly - I'd use them as 10 men squads, with a powerfist and 2 flamers.
Personally though I prefer Vanguard as I play so many MEQ armies that I need every damn power weapon I can get. Chainswords just bounce off far too often
In 4th Edition I used 2 squads of 10 Assault Marines with Furious Charge, each led by a Sgt with Thunder hammer and either a 3 W Chaplain with power fist or 3 W Captain with lightning claws.
reroll to hit, ~30 S5 I5 hits, plus some powerfist attacks. Devastating!
Combined with 2 rhino mounted tactical squads with twin special weapons my army was very fast moving and struck like an Iron fist. Very Marine like!
unfortunately in 5th Edition, my chaplain got weaker, my assault marines lost furious charge, my captain got more expensive and my tactical squads lost their second special weapon for a heavy weapon..
This slowed down the army a lot, and softened up the strength of their attacks. As a result I find myself bringing my assault marines less often, they always get slaughtered
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Since the 5.ed main book and SM-codex my ASM have jumped onto the shelf to collect dust. And they will stay there since i don't miss them.
Yes they are cheaper then ever, but i find them less competetive than ever because:
- the importance of the missions in the main book compared with the ASM who are non-scoring.
- they lost the possibility to have 2 cheap flamers in a squad under 10-man
- the chaplain got a nerf, which again nerfed the great combo of jump chaplain with terminator honour together with 6-8 asm with serg.v/PF and flamers x2.
- the other fast attack slots now have better uses, like attack bikes and land speeders
- the rhinos are now cheaper than ever and gives speed, better protection against shooting/ psychic powers (lash) and are great moving terrain pieces for blocking etc.
- the asm are harder then ever to hide from enemy fire.
- the asm has never been that good CC-unit (but the old chaplain combo had some punch). The CC-races and most cc-units will pawn them, and against the non-cc races or units, tactical squads are good enough.
Edit: i forgot: Congratulation to kevin vanrooyen for taking over the topic of the week ! Yoohoo!
I actually began playing with assault marines more in 5th, however, I only use them in small games (typically 1250 points or less) for some CC punch. When I do field them I use a full squad with thunderhammer and two flamers with a Chaplain. Thirty one attacks on the charge with rerolls, including the thunderhammer and power weapon, is nice.
My usual tactic is to move them up behind cover or behind my Tactical squads Rhinos. When a unit is sufficiently softened up from shooting or some other tasty morsel presents itself I'll assault. More often than not they pay for themselves, but I only take them as a full squad. Smaller squads tend to get shot to pieces if they're not positioned right in my experience.
"Into the fires of battle, unto the anvil of war!"
-This space for rent-
Salamander project log
I have barely used assault marines in the three generations of marine codexes Ive played hrough, only borrowing a unit of ten once, to play against orks, surprisingly they did very well, taking out a unit of three deff koptas before moving on to chew through a unit of ten lootas. The entire game, they only lost three members, admitedly I wasnt playing the most beardy ooponent, and pretty well slaughtered the rest o his army, but that is all I can really offer to this discussion.
Ask me about the Black and White Space Marine on the Black and White Bike!!!
for everyone else: im a little biased on this topic, (i play a pure assault marine BA army) but since playing my BA army i can never go back to tactical marines for troops. its just to fun to see your opponent cringe when you pull out 40+ assault marines. as for regular codex chapters, a well timed counter assult by an assult squad, even without a chaplain, can really turn the game around. or at the very least give your other units more breathing room and a round or two of more shooting. just make sure to take 10 man squads and a power fist
Never give up. Never give up. HIT, HIT, HIT, HIT!
God, I love Assault Squads in fluff. The idea of a Space Marine is what drew me into the hobby; the idea of a flying Space Marine with a chainsword is pretty much the bee's knees. On the table, I can't really make them perform like I'd like them to. Ah well. I play them for the fun and fluff.
The problem I found with mine was that, with a 10-man and P-fist, they cost around the same points as a Land Raider, and I'd rather get a LR, or 3 MM Attack bikes, or 10 Sternguard, or 2 Dreds... the list goes on and on. All in all, a pretty poor unit IMHO for normal marines, but for BA they can do really well.
On Warseer: Iracundus: "So you might end up with "renegade" Chapters, but more split due to ideology rather than because the big bogeyman of Chaos suddenly makes them all cackling mustache twirling villains."