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.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.
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 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 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.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.
So you're defeating the entire purpose of having a transport. Who's going to sit within 14" and let you assault them since it'll take an extra turn? Land Raiders have the assault ramp, so anything jumping out can charge right after. Superior.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?
Flamers in most cases. Two templates plus 8 bolt pistols is alot of wounds on soft to medium toughness units. 5 man terminator squads would loose something to that alone, nevermind the 30ish attacks on the charge straight after.With Assault Squads, is it better to give them plasma pistols or flamers?
No I'm saying charge their lines and get within 8" really, meaning they can only move MAX of 6" away, meaning even if they moved the full 12" away I can still do assaulting out of a transport too. Not saying it's better than the land raider assault ramp, just much cheaperSo you're defeating the entire purpose of having a transport. Who's going to sit within 14" and let you assault them since it'll take an extra turn? Land Raiders have the assault ramp, so anything jumping out can charge right after. Superior.
I'd definitely recommend flamers if you use an Assault squad. They've served me very well.With Assault Squads, is it better to give them plasma pistols or flamers?