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What are good tactics for assault marines? I basically try to get into close combat and kill as many as I can. A suicide mission. Is this okay. I don't try to kil my own marines but i think just kill as many as you can while your still alive. :confused:
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Last edited by sheepy; May 12th, 2005 at 09:14.
A good idea is to take advantage of cover, in the same way you'd use a speeder. Give them melta bombs and a p. fist and they can go tank hunting, or use them to charge into an assault from an unexpected position. Best use is to get in melee with units that your opponent doesn't want to get into melee; heavy weapon squads, light ranged infantry such as Fire Warriors or even a lone HQ. No HQ without a retinue is going to survive long when he's surrounded by eight Assault Marines.
Thanks for the help.
P.S. Go australia
Bassist, music clan member, SM player turned Guard player
There a few different tactics regarding the uses of assault marines.
1st off the best new tactic is to have a 10 man assault with a vet serg with a power fist.Then you get a chaplain to accompany the assault squad,taking advantage of his Litanies of Hte rule which allows him and everyone in the squad his in to re roll all missed to hit rolls.That tactic is awesome.
OR give them all melta bombs and a power fist and go tank hunting
Try to move behind cover as much as possible to avoid getting shot up too much.
also try to set your assault squad at the opposite of te bord regarding a heavy weapon squad or tank. also try to stay away from wraithlords because they can choose there target because they are a monstereous creature.
DonĀ“t mess with the dicegod
This is incorrect. MC's can not choose there target. Before the new codex, TMC (Tyranid Monstrous creatures) were able to, but I belive this has been fixed in the new codex.Originally Posted by dead_raider
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
Yeah you can only single out the closest MC or vechile.
chappie is a good thing, also vet fist is a good thing
"In a large war, the tanks only battle the tanks, its up to the footsloggers to win the war" -me
@Chaosbrynn: thanks correcting me I still thought this rule was availleble to MC.
If you play BT you can even have 2 PF in one assault squad so that makes 6 attacks on the charge against a MC. He should be dead in one turn especially when a chap is with them.
DonĀ“t mess with the dicegod
my personal favorite trick in 3rd ed was to pile a squad without jump packs witha vet sarge packing a powerfist into a land raider crusader with a force commander AND chaplain, combine a turn of shooting from the crusader with a charge from that payload and almost anything will turn to paste i dunno if the landraider has any kind of special rules now that let you disembark and charge in the same turn in the new codex