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For ur assault squads, I was wondering whether the flamerx2 or the plasma pistolx2 combo works better? In 3rd Ed the latter is much cooler but nowadays they can't double tap...But flamers take out one of ur Attacks.
Then for the Vet Sgt., something I have to ask...
1.Are they even worth the points? For the 25pts needed for base weaponry for him, I canget another marines and a flamer...
2.Assuming I take one, what gear? Simple combos - PF+BP or PW+BP or fancy ones like stormbolter+claw. Which one is better?
Flamer - No, don't want the enemy to run away from the casualties.
Plasma - No, don't need one of my own dieing from my shooting
Vet Sgt - Always, need the power weapon to ensure you win cc...especially if fighting fellow SM.It's better to have a powerfist but depending either will do.
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25 pts is expensive?
I pay 27 points for a standard trooper damnit
but then again... all my assault troops have rending attacks >:-]
is it worth it to make the sarge a veteran?
gets pretty expensive, and do I need a power weapon even with the rending claws?
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I take Bike squads with Flamers, 3 flamers. DEFINATLY a powerfist for the sergeant, he will only require 2.2 attacks to kill a Chaos Marine as compared to 12 from the rest of the assault squad to down 1. I wouldn't personaly use flamers, assault squads are mean't to do just that (shoot) they assault.
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Its been my experience that the flamer is worth it in the long run. Most times you will get better results. After all its just 1 CC attack per flamer. Most flamer templates will roll out at least 3 to 4 hits. I guess there is a little more work involved but hey, this is a thinking mans game.
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Plasmas Pistols are still great IMO. Aye, you can't fire twice if you want to assault...but for tank hunting they are still nice...because you can still fire twice right?
Aye you can't assault. But if you deep strike your assault marines, then well...your not going to be moving in the first turn they pop up anyway.
I dont normally go for the Vet sgt and Power fist...I have the model...but dont normally play him...I did the other day vs Tyranids the other day...that worked well...was worth the points IMO.
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Haven't really used flamers on assault squads for Marines, however with Chaos my raptors usually sport either 3 meltaguns (if i'm tank killing) or 3 flamers if i anticipate marine players. Course, raptors can't deepstrike, but basically the same stuff as assault marines.
As for the Power weapon, I equip every marine based squad with it. The power fist is a nice thing also, however i prefer using sword and striking in initiative order.
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i think power fist are very good as well and i usally spend at least 290 points on my assualt squads because they are so good. just think this 3 attacks per person and you add one with chaplain plus power weapon bonus= 33 attacks that re-roll hits and power. you should get about 25 hits through and about 7-10 wounds if not more. A good assault squad can take any unit out in assualt.
Actually chaos raptors can deepstrike, but to keep on topic, 2 flamers in are good, especially when you go against armies, like nids, ork, Eldar, DE and IG, the loss of 2 attacks isn't important when you kill halve the sqaud in this way.Haven't really used flamers on assault squads for Marines, however with Chaos my raptors usually sport either 3 meltaguns (if i'm tank killing) or 3 flamers if i anticipate marine players. Course, raptors can't deepstrike, but basically the same stuff as assault marines.
A sergeant with a powerweapon is always good and usually adds just that little extra punch they need.
Flamers are great for their points. They're so indiscriminate too, which is really aggressive.
Here's a scenario for you to consider. Imagine the enemy target is a tightly packed squad of 10 Termaguants........
A squad of 10 Assault marines, all armed with Bolt Pistols (and/or Plasma/Melta weapons) needs to roll 10 "To Hit" rolls. The likely outcome is approx 6-7 Hits.
The same squad of Assault Marines armed with 8 Bolt Pistols and 2 Flamers would need to make only 8 "To Hit" rolls, and would automatically hit every Termaguant with each flamer. The likely outcome is approx 26 Hits.
Now equip the Vet Sergeant a Combi-Flamer too, and it could get a little warm at that all important "Need To Wipe Out" point.
Given the points cost of the Flamer, thats a hell of a lot more hits. The Flamer is a much under-rated weapon, go with it!!!!
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