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In the Marine Battleforce, you get 5 Assault Marines.
These are one of the last things I'm getting round to building, because I'm not really sure a unit of Assault Marines is worth it. 5 marines just die pretty hard no matter what.
I have 30 regular marines already so I'm not convinced I need any more Tacticals.
So here are my ideas, anyone got experience using them?
*Make a Jump Pack Captain/Librarian/Chaplain.
*Make a Command Squad, with either 2 powerweapons or 2 plasma guns.
*Make an Assault Marine squad with powerweapon+flamer
*Make a Vanguard Veteran squad with relic blade and powerweapon.
My list is pretty changeable. I have everything from BR/Battleforce so I mix it up often, though I'm looking at getting to 1500 points.
As a BA player, I've found that assault squads are more than worth it. !0 marines with powerfist and 2 plasma pistols (for normal SM, BA want infernus pistols) have saved my gme several times over. I tend to split these into combat squads with the serg in one and special weapons in other (these aim for tanks due to melta pistol).
Anyway less of the personal choice and I shall move on to your predicament. 5 assault marine figures are enough to make, well 5 assault marines. Sergeant with powerfist (can never have too many of these) gives a solid and relatively cheap take on all corners force. The beauty of the jump pack is that it is versatile. The unit can move over terrain, move faster than infantry and at a push, deep strike.
Ok on to your ideas now:
Jump pack character - In my experiences, these need to be escorting a jum pack armed squad otherwise they just get shot to bits.
Command squad - Nice option, but for what is predominantly an infantry army, I would have an infantry not jump pack armed command squad. pref in rhino. As for if the kit should be used for this, well I feel that command squads are a big points sink for less return than a good unit of veterans can give (sternguard for ammo or vanguard for heroic intervention, though vanguard arent that useful without descent of angels)
Assault squad - I'd make a powerfist armed sergeant, they can take on anything. As for the special weapon, I dislike the flamer for assault squads as it removes pistol and therefore extra attack.
Vanguard - Great in BA with descent of angels, but in regular marines not so good. Their main 'ability' is heroic intervention which means declaring no shooting and then finding you've scattered too far away from the enemy. Then you get shot. period. One of the worst units in the space marine book and one of best in blood angels in my opinion. But that's all it is, opinion.
Anyway hope this helps, quite subjective topic so I've tried to be as objective as possible. I apologise if not the case Sorry about the quality of format of this post, I couldn't get the line spacings to save.
Last edited by actorz2005; December 4th, 2010 at 22:55. Reason: Edited formatting
I use the following setup in my usual army
Captain w/ Jump Pack, Relic blade, and Storm Bolter
9 Assault marines (sergeant has PF)
They're pretty useful for me.
I should make clear that Command Squads can't actually have jump packs. However you get regular backpacks in the kit so they can still be made, and you get lots of bolt pistols and chainswords.
Oops my bad on the command squads with jump packs. That a BA trait for their honour guards. So for fast command squads in normal marines, you need a bike/rhino mounted squad then?
Are you playing vanilla Marines? If so then I recommend the ordinary 5-man Assault Squad. Use them as reinforcements for your combat squads and have them advance up the field behind your Rhinos/Razorbacks. They make great counterchargers!
With the BA Codex, the Honor Guard is definitely worth a close look. They get the only non-Independent Character Sanguinary Priest in the Codex and have lots of juicy options.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
If you can afford to do it leave them for now. When you have five more you can do the unit all at once.
Alternatively if you are up for it I would make them as an assault squad and magnetise their jump packs. This gives you the choice of sticking them as a jump unit or as a decent counter assault unit in a transport, be it a rhino or razorback. This seems to capture the flexibility you are looking for.
I'd go for a power weapon on the sergeant, be it a fist or a sword. There are pros and cons to each.
Should have said, I'm playing Vanilla Marines.
I think for now I'll leave them, but running some behind a Rhino sounds like a plan. I don't like the idea of a powerfist in a 5 man squad: assuming 2 or 3 get killed on the way in there's a good chance he'll die before he strikes: similar to when I only have one TH/SS terminator left alive he dies before he can swing against a lot of enemies.
Bolt Pistol and Powerweapon seems pretty good for a 5 man, Powerfist is better for 10 man I would think. I'd like a Combiweapon+Lightning Claw but thats not allowed :(
Anyone notice you can trade your Pistol AND or Chainsword for a PAIR of Lightning Claws? So you can take 4 Lightning Claws if you like!
(You can trade either/both for single claws for X points, or trade either/both for 2X points, they're separate options in the box)
What i would do is get a vangaurd veteran assault squad that way they are armed with power weapons and deady ranged weapons such as the infamious plasma pistol... anyways, i have found the vangaurd assault squad to come in very handy in my DA army especially if their power weapon is a lightning claw or chain fist
Any squad of 5 is just not that survivable use this 5 man assalt squad to take out troop squads with barley any CC abilities and other squads with minimul CC ability its all part of tactics the unit its self is a solid unit. In nomral SM armies a 5 man assault squad is pretty useful imo for one you can buy 5 more later and make it ten through in a chaplin and you have a deadly unit and they are faster than the rest of your army allowing them to strike deep in the enemy lines to kill troop squads sitting objectives or heavy weapons squads.
Space marines 6 dread army Wins: 4 ties:2 Loses:7 Modified Standard nilla marines Wins:37 Ties:8 Loses 42 Daemonhunters Wins:3 Ties:0 Loses:1 Full assualt concept army wins: 6 Ties: none Loses: 2