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I was just considering a ten man assualt squad expanding it from a 5-man...Is that wise and if it is how should i use it in a battle?
It's probably much better to have a 10 man squad. You get 20 attacks, rather than 10, which greatly increases the amount of damage you can do. Plus large squads are important when it comes to outnumbering and stuff like that. You should also equip your sergeant with a power fist and bolt pistol, and equip 2 marines with plasma pistols. Even better, you could get a Chaplain with jump pack to attach to the squad. Then you can reroll to hit and get a ton of attacks on the charge.
If you are playing against armies with 5+ save I would absolutely recommend flamers for assault marines, just make sure you end your movement phase 1" away from the target so you aren't denied your assault
ten-man assault squads are awesome. They have lots of attacks, they can give a good softening-up round of shooting before they assault (flamers or plas. pistols), when they have a hidden power fist sgt they can kill most enemy characters easily and best of all they move 12"!! I know it doesn't sound much but it really helps u get the charge which is a good 10 more attacks and helps you choose where you fight the close combat.
How to use? Depends on your army. If u play an assaulty army, just move it up and assault - simple, and u should be in cc by turn 2 or 3. If you play a shooty army, then u use it for counter-charging, that is, charging the enemy's assault units before they get a chance to rip up your precious shooty units. Just remember to use terrain and ull be fine - after all they're only just as tough as normal marines.
I always have a 10-man assault squad. 2 guys with plasma pistols. Vet SGT with combat shield, bolt pistol, and powerfist. Led by my Chaplain. They've made the difference in many games, if not carrying the day themselves, then focusing attention and tying up critical enemy models while the rest of my army maneuvers and fires on him.
10 man Assault Squads work great. I currently have 2 of them, one with my chappie attached, vet sarge with twin lightning claws along with 2 guys with flamers, and the other with a vet sarge with bp and pf and 2 guys with plasma. These two squads work great against my nid opponents with the ability to slow down their rush to get to my other guys. They can tie up 2 squads of gaunts or anything else for at least 2 turns and if we have a good position, it will take time for the rest of my opponent's army to filter around them through terrain and whatnot. In combination with a whirly and snipers, they let me pick off large amounts from squads before they manage to get to my first squad. As 10 man assault squads, I have only once had both wiped out. All my other games both survived with at least 3 men each. They work pretty good when facing any army IMO.
Units that are you intend to use in assault work much better if they are large. The very nature of close combat means that they can take damage even if they excel at fighting. Add to this the firepower that hey will attract from the enemy as they advance and you will be likely to lose a few before they even see combat. I definitely recommend larger squads over smaller ones.
However, there is an argument for two five-man squads instead. Here you have the option of two veteran sergeants with power fists.
I always use 10 marines, close combat squads need numbers to win more than anything else. Besides, the more marines you have the more use do you have of litanies of hate.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
I mean to try playing around with a pair of 5 man assault squads (or possibly 6 man) instead of one 10 man squad. The only (fairly large) weakness is that you will need to take morale saves more often and with worse modifiers. However, I believe combat resolution and outnumbering is by side rather than by unit, so once you make it into CC you hopefully won't be at too much of a disadvantage. The extra plasma and power fist would hopefully make up for that plenty. I think one of the biggest weaknesses to doing this is you take up two FA slots. I love our FA choices and usually take a full three, so this is can be an issue.