Assault Squad or Vanguard Veterans? - Warhammer 40K Fantasy
 

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View Poll Results: Assault Squads or Vanguard Veterans

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27. You may not vote on this poll
  • Assault Squads

    22 81.48%
  • Vanguard

    5 18.52%
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  1. #1
    Member Nerdynick's Avatar
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    Assault Squad or Vanguard Veterans?

    Yeah, pretty much, I have 5 man squads of both and I got a box of assault marines for christmas and I was wondering if I should add them to my normal Assault Squad or my Vanguard Veterans

    When you fail to drink the Banana of Plasma, succeed in eating the Coffee Bean of Truth

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    The other Kind of Fluff Rabbit's Avatar
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    Please remember to include a close date on all polls.

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    Senior Member Dark Trainer's Avatar
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    I voted regular assault marines simply because I like how they can be CHEAPER and the sergeant can shred stuff up. Plus the shear number of attacks is nice. I agree they don't all carry meltas, can't have multiple storm shields, multiple power weapons, etc...however for the cost points wise...it's allows me to throw in ALOT of other things instead of a single 400-600 point squad.

    I wish Vanguard would HIDE IC's too like a command squad. They'd be devastating...
    "There is only do, or do not. There is no try." - Yoda

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    Torn ACL FTL ==Me=='s Avatar
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    Is neither an option?

    Jump pack marines not in a Blood Angels army kinda suck. They're either too expensive (Vanguard) or too ineffectual (Assault Marines), die as easily as normal marines and have no protection from a Rhino to keep them alive.
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    Senior Member Sancraer's Avatar
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    It won't let me vote but I say assualt marines. Vanguard are just too expensive.
    Remember that you can give flamers to assualt marines which can improve them a lot.
    Also you can take their jump packs off and put them in a rhino makng them less vulnerable. However this also makes them slower-no run (and no charge if the rhino moves).

    Howver, Vanguard are viable if you are running a deep strike army as the drop pod locator beacon means that they're going to kill one squad and wil probably draw fire (or kill something else next turn).

  7. #6
    Member SirBludgen's Avatar
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    Quote Originally Posted by ==Me== View Post
    Is neither an option?

    Jump pack marines not in a Blood Angels army kinda suck. They're either too expensive (Vanguard) or too ineffectual (Assault Marines), die as easily as normal marines and have no protection from a Rhino to keep them alive.
    I disagree, Vanguard can come without jump packs and can deliver more of a punch than anything I've seen on the table top if given a chaplain. The squad I run with a chaplain has the veteran sergeant with dual powerfists and two other veterans with powerfists, as well as three veterans with power weapons, two with stormshields, and one with a ccw and bolt pistol. This may be a bit point heavy but trust me, it is well worth the points. I normally put them in a rhino and they are fairly safe in the way I run them, and once they get into combat...only the strongest characters and squads can take this on when they charge. and they are relatively hard to kill with the armor and invulnerable saves.
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    I voted Assault Marines. Vanguard are a very expensive unit, especially if you give them jump packs. Kitting them up can also make them too effective leaving you in the open during your opponent's turn.

    A unit of 10 Vanguard Veterans that get the charge are very likely to wipe out their target. A unit of 5 costs significantly less (can be in the region of a 10 man Assault Marine squad depending on equipment) and are more likely to stay locked in combat for your opponents turn.
    A 5 man Assault Marine squad on the other hand has too little punch while a 10 man squad with a pair of flamers can soften up the target and then charge in.

  9. #8
    Torn ACL FTL ==Me=='s Avatar
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    Quote Originally Posted by SirBludgen View Post
    I disagree, Vanguard can come without jump packs and can deliver more of a punch than anything I've seen on the table top if given a chaplain. The squad I run with a chaplain has the veteran sergeant with dual powerfists and two other veterans with powerfists, as well as three veterans with power weapons, two with stormshields, and one with a ccw and bolt pistol. This may be a bit point heavy but trust me, it is well worth the points. I normally put them in a rhino and they are fairly safe in the way I run them, and once they get into combat...only the strongest characters and squads can take this on when they charge. and they are relatively hard to kill with the armor and invulnerable saves.
    Assault troops in a Rhino is a bad idea since you can't hop out and charge. Just like jump pack Vanguard, they're too expensive and die as easily as normal marines.

    I'll take 5 Assault Termies in a LRR any day, cheaper and better in every way.
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  10. #9
    Senior Member Dark Trainer's Avatar
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    Quote Originally Posted by ==Me== View Post
    Assault troops in a Rhino is a bad idea since you can't hop out and charge. Just like jump pack Vanguard, they're too expensive and die as easily as normal marines.

    I'll take 5 Assault Termies in a LRR any day, cheaper and better in every way.
    Assault troops CAN hop out and assault. before movement, disembark, MOVE 6" and assault 6" (also you can move the transport after they disembark, can we say 'Block Line of Sight'). Basically get your rhino within 14" and whammo.

    I assume assault termies would be the same way, am I missing how you'd do it differently. Or can Termies move right into their line and assault?
    "There is only do, or do not. There is no try." - Yoda

  11. #10
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    Went with assault marines as they will get more use in games. I've got 10 Vanguard made from plastic sets and they look good (for table top at least) but only get used in bigger games. I'm talking 2k upwards.

    Assault marines with a flamer, plas pistol and power fist has done me proud for years.

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