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 Post subject: Tactica: Assault Squad
PostPosted: Fri Feb 27, 2009 5:38 pm 
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Hi everyone. I'm Alterecho and I have been playing Blood Angels for a good 3 years. And in that time, I've learnt a lot of ways to utilize Assault Marines and decided I should contribute to the Tactica Corvus. Here it is:


The Assault Squad


Pros and Cons

-Size-
Its easy to choose Assault Squads over Vanguards as their price is substantially lower, thus you can have a larger model count and can use it as a rock-solid assaulting unit.

However, this also makes people buy full 10 men to maximize its hitting power, making them large and unwieldy. This makes them difficult to hide or advance safely when using Jump Packs



-Price-
On top of what was previously mentioned, having them Rhino/Drop Pod borne makes for some unique uses. Point for point, Assault Marines can give you a lot more “Bang for Buck” compared to other infantry units.
A simple comparison:

5 Tactical Marines in Rhino = 125 Points, 12 Attacks on the Charge
5 Assault Marines in Rhino = 100 Points, 16 Attacks on the Charge, able to purchase special weapons

You may be paying less for a squad good in assault but you are losing out on the ability to sit on an objective and score it.



-Loadout-
Having a squad that carries flamers that moves as fast as Assault Marines are devastating. Cover plays a large role in 5th Edition of Warhammer 40,000 and having a weapon that can be used to ignore cover, instantly hit and then able to charge that same turn is incredible on a fast moving unit as this.

Unlike the Vanguard, the squad cannot carry more than 1 Power Weapon and can only carry Plasma Pistols and Flamers where a Meltagun (also an Assault weapon) would be put to better use. In this, combat squadding may need heavy consideration.



-Mobility-
Even if you take a Rhino or Drop Pod, Assault Marines are incredibly mobile and being Space Marines, they can take a good beating before dealing some damage themselves.

You are paying for the mobility. Get pinned or your advance suppressed and you have yourself a bunch of wasted points.



-Summary-
They are definitely worth their points when it comes to “Bang for Buck”. But they take up a Fast Attack slot which can be used for something else (Landspeeders, Attack Bikes, Vanguards) and are not scoring. So even if they are worth their points, it depends on you to actually use them to their full extent. Before taking them, take an overall look of your army and decide what role is this squad going to play. This is not a “No-Brainer” unit as many people make it out to be. I’ve seen many people just waste a good Assault Squad to bad moves.


Tactics & Employment

Quoted from Sy as they are excellent words of wisdom:
Quote:
This is where begins. An army that is unified is one that works in a self-supportive manner to achieve it's objective. Every unit must play its proper role for the army to achieve victory. So long as it fills its role then the fault lies not in the unit, but the commander's choice of role. Thus you must now look at your army and make sure every unit can work together and fulfill their individual roles towards achieving victory.

Striking here is a broad term, but what i mean is they are best used to take down a unit that is critical your opponent's army. Most armies will have a center of gravity/backbone/anvil/etc... The purpose of this is to provide support to the rest of the army, e.g. the gunline that holds down the center as the others charge the flanks. It is the grounding which the rest of your army relies on to carry out their maneuvers. While it is not always clear which units make up the backbone, through experience and analysis of a list you'll be able to find that center of gravity.


Now, I will NOT talk about the usage of Assault Marines in Rhinos as that Tactic is better referenced to another Tactica, most suitably Tactical Marines. Instead, I will talk about using Assault Marines in their most effective form: The Jump Pack. And so here is a mini-tactica in this Tactica (it is a little informal as it was posted in a local forum where most of my wargaming buddies hang out at):


Quote:
The Jump Pack
Now, I don't believe nor want to think I am the person to go to to get advice on Jump Pack units as I have only used Blood Angels and have used Jump Pack units since day one. But I personally find Jump Pack units one of the units that are easily tossed aside in favor of something more survivable by many due to misuse.

Firstly, I have lost a LOT of assault marines in my 40k gaming experience, but I also have learnt some interesting things that goes against a lot of pre-concieved ideas on how to use jump pack units. But you learn from your mistakes and you improve on it and so far, I have been having positive results from my Jump Pack units lately.

So here are my 5 simple rules to follow when using Jump Pack units:



Rule #1: Know Its Role
If you keep this in mind at all times, you won't accidentally move it up, taking an enemy bait. This also means you have to know what your squad can dish out and take.

Say you have a 10 man Assault Squad. What is its role? The good thing about having a large squad is that it can take hits. The unfortunate thing is also that it can ACTUALLY take hits as its more difficult to hide behind terrain and other vehicles. But this may be a good thing, as 10 man assault squads are great distractions and pose a threat as its a fast-moving, troop-eating squad if left unattended. Also, the ability to split it into combat-squads according to the game situation is also very handy for tourneys with fixed lists.

What about something smaller? Like a 5 man squad? This is a risky option but when played well, can pay off in loads. The major advantage to having a small squad is that you can have more special weapons and better Ld than having a 10 man squad combat squadded. However, this also makes it more expensive, attracting some attention. But due to its small size, you can maneuver it better around cover and can be easily overlooked by the opponent.

Most important thing though, its remember the squad's role and stick to it.



Rule #2: Know what the squad can DO
The wonderful thing about marines, which also is its weakness is that it is good at everything. With an Assault Squad, which is normally more anti-infantry oriented, can deal some pretty nasty damage to vehicles.

Due to its mobility and ability to traverse impassible terrain, it can get the 'jump' on vehicles and fire away. With the new 5th ed rules, a Power Fist, Melta Bomb and even plain jane Krak Grenades can ruin a mech army's day. And not just assault marines!

In that same context, remember that while geared mainly for anti-infantry, there can also be some situations in which charging is NOT a good idea. Say a Genestealer squad is 18" away. In situations like this, its best to take advantage of the speed and get the hell out of there. Remember, you can use ‘Run’!



Rule #3: Know when to CHARGE
Once you get the hang of maneuvering these babies, the next step is knowing when is the right time to charge. In some situations, you are able to charge and decimate the target unit but that would leave you open to fire.

Oddly enough, I discovered that the best time to charge is when they are moving up to you, despite your mobility. With an 18" danger range, thats 1/3rd the board width and that is something a lot of opponents seem to forget. But then again, there are different situations in which the right time to charge is different.



Rule #4: Always have BACKUP
Bad rolls happen. The last thing you want is charging that 30 Ork boyz squad and end up losing. You need to see if your squad can handle that (refer to Rule #2) which you are charging and if you discover that you are unable to due to your plans, you should have some backup in case. Be it another assault squad or a shooty squad nearby, always have some backup in case the s**t hits the fan.



Handy Tips
1. When facing an enemy with a similar danger range as you, move towards them diagonally away from them. This actually gives the illusion of range but if you play it right, you may bait the opponent to try and charge you, realizing that you are barely out of reach.

2. Creating a killzone with 2 or more jump pack units via a pincer ambush is a great way to scare the opponent into immobility. Do this by moving your units up but within 24" of each other to support each other in case of trouble and to create the gap between the squads an area of scared troops

3. Play. The more you play, the more you can judge how far the distances are, especially 18". And that is KEY in knowing when to utilize Rule #3

4. Don't depend entirely on your jump pack units. A good army list is a balanced one. And using your jump pack units to bait or draw out desired targets may prove to show better results than the actual jump pack units dealing damage

5. Run. If you're not shooting or not charging, run just for the heck of it unless you really don't need to move.




Builds

The Assault Squad doesn’t look as fun to kit out as much as the Vanguards do but don’t be fooled, they have quite a number of ways to be outfitted with. Here are some:

1) The Infantry Masher

10 Assault Marines
Lightning Claws, 2 Flamers
240

This squad is brutal against weak infantry squads, no matter the size. In fact, the larger the squad, the better it is to use this build. The Flamers opens up the attack brilliantly and the Lightning Claws can really kill off models before they strike back. The less attacks they return to you, the higher chance of your survival, the higher chance of winning combat.


2) The Tank Hunter

5 Assault Marines
Powerfist, 1 Plasma Pistol
140

Small and maneuverable, this squad can advance quickly to the enemy and give a nice plasma pistol shot in its side/rear then charge with a Powerfist and 4 Krak Grenades. Simple and effective. Also, if Drop Podded, it can redirect a vehicle’s attention away from your army long enough for them to advance within striking distance.

3) The Jack of Trades

10 Assault Marines
Powerfist, 1 Plasma Pistol, 1 Flamer
240

I call this the Jack because in certain games, it would be great to split this squad up into combat squads and go after different targets. However on its own it can dish out quite a bit of damage to both vehicles and infantry.

4) The Power Packs

10 Assault Marines
Power Weapon, Meltabomb, 2 Plasma Pistols
240

This is a squad that many use due to its ability to take down tough units before they can strike back (powerfist terminators, for example) and the Meltabomb increases its ability to swap its tactics and go tank hunting

Aside from that, there are other ways to outfit your squad, including using them Rhino/Drop Pod borne. Play around with some of the builds above and tweak it to your liking. Perhaps you like Plasma Pistols more than Flamers? Maybe you find Powerfists more efficient than Lightning Claws? Its up to you to decide but remember the role of the squad and if you want to make it flexible, make it lean closer towards a certain role.


Conclusion


Assault Marines are devastating units when used properly. And with Raven Guard, they are extremely fluffy as well. The ability of Shrike to give them Fleet increases their mobility that much more. Remember that while each unit has its drawback, the only drawback of the Assault Squad is the ability of the player to field them properly. I hope this Tactica was worth your time and gave some valuable points. I would be glad to add more if you would provide this Tactica your feedback.



Victorus Aut Mortis.



Your Chapter's Blood Angel Ally,
Alterecho


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 Post subject:
PostPosted: Fri Feb 27, 2009 10:27 pm 
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Very nice tactica Alterecho, I utilize much of what you said.

I usually use 2 full ten mans with a powerfist in one and thunderhammer in the other. The hammer may be more expensive but makes a mockery of HQs, combined with two plasma pistols this is a great assassin unit.

10 man can be unweildy, but in all hoensty I usually ask for more scenery. Most Rg lists use close to assault range so cover is vital. Just ask for more, simply but it works for me!

I hear you on flamers, a lot of players ignore them (me included) but they are an assault weapon afterall. With cover being big in 5th I fully endorse the lil toasters too! ;)

Excellent stuff.

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 Post subject:
PostPosted: Sat Feb 28, 2009 10:16 am 
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Thanks, Lev!

In Competitive play, Thunderhammers are great for Tank Hunting Assault Marines but you're better off with Powerfists for an all rounder squad as that 5 points can be better put elsewhere.

Although I must admit, knocking a Daemon Prince on the head so he strikes same time as your Thunderhammer next phase is incredibly frustrating for the opponent.

:D


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 Post subject:
PostPosted: Sun Mar 01, 2009 10:31 am 
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Good Job Alt,

Thanks for your contribution :) I agree that 10 men are unwieldy(i used to field 2). A trick to help out would be to combat squad them. Granted i haven't had much experience using them in this manner.

Lev, on the matter of asking for more terrain. While it's doable in friendly games, It's not possible in a tourney.

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 Post subject:
PostPosted: Sun Mar 01, 2009 9:15 pm 
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The use of combat squads is worthy of a tacitca on it's own. I myself still have much to explore with them. A recent tourny I played around using it, I had to as I was facing a lot of tanks where a good shot would have decimated a ten man.

Fair point Sy, in a tourny you are limited by terrain. In that case i'd say look to combat squads.

The thunder hammer sgt does work very well with Shrike, ensuring he can quickly take out high initiative HQs. Eldar players are not amused by this tactic.

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 Post subject:
PostPosted: Tue Mar 03, 2009 10:05 pm 
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On Thunderhammers for this squad: I'm about to switch out my PFists for them. The extra 5 points gives a LOT of bonuses over the PFist. Well, ok two. But those are given at a bargain.

Excellent read!

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 Post subject:
PostPosted: Wed Mar 04, 2009 12:24 am 
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I too agrees with Thunderhammer over PFist.
5 points can get you many things - meltas, plasma cannons or meltabombs, etc.. but in this case thunderhammer is better.


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 Post subject:
PostPosted: Fri Mar 13, 2009 5:38 am 
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i will never use fists over hammers again in this squad. I used hammers for a long time with my asms - see back to like, the day i joined, haha - 1 hammer wound on an MC leads to so much extra damage. Its vital when you only need 1 more turn of assault to down something, or risk loosing another 5 marines in CC.

When you give an ASM squad a powerfist, it isnt really with the intention of sending them after tanks. Rather, its to help ensure they dont get bogged down by a walker(no longer really an issue wth krak grenades) or a monstrous creature. for 5 points, you make them better against a monstrous creature, which is a huge counter to an ASM squad.

worth every point - worth even more if it lets shrike squeeze in a few extra swings

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 Post subject:
PostPosted: Fri Mar 13, 2009 3:19 pm 
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Earthen wrote:
i will never use fists over hammers again in this squad. I used hammers for a long time with my asms - see back to like, the day i joined, haha - 1 hammer wound on an MC leads to so much extra damage. Its vital when you only need 1 more turn of assault to down something, or risk loosing another 5 marines in CC.

When you give an ASM squad a powerfist, it isnt really with the intention of sending them after tanks. Rather, its to help ensure they dont get bogged down by a walker(no longer really an issue wth krak grenades) or a monstrous creature. for 5 points, you make them better against a monstrous creature, which is a huge counter to an ASM squad.

worth every point - worth even more if it lets shrike squeeze in a few extra swings


Absolutly.

The hammer is expensive for a reason - its very effective. Pay the points and give your assault sgts some hammer time. With DPs and the like they hinge on hitting you hard first so its nice to have the second round payback. A good size assault squad is 200+ and a DP, MC or Wraithlord can wipe it out in one turn if you poorly equiped. It happened to me!

Also, a not on baiting assaults. Don't have time now but this tactica does need a bit of mentioning on that.

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 Post subject:
PostPosted: Fri Mar 13, 2009 6:25 pm 
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You guys are making me want to switch out my Powerfist for a Thunderhammer on my Sergeant. :) I have a 10man assault squad with 2 flamers that just hunts troops and I leave the heavier stuff to my bike squad that is relentless.

I'm going to have to find an extra hammer and make another 5man unit up with plasma pistols so I can swap in and out or just field another assault squad at just 5 guys. :)

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PostPosted: Sat Mar 21, 2009 7:58 pm 
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here's my take on assault squads in 5th ed.

previously in 4th ed i ran with two squads of 8, one fist 2 plas pistols. the other squad power wep, plas pistol and flamer.

now in 5th i have dropped one of the squads in favour of a bit of armoured support. again i run it 8 models strong
power fist and flamer 189pts outflanking with shrike.

it scares the METAMORPHIC KOALA! out of opponents who's plans now have to change because of the uncertainty of where and when this unit will turn up.

shrike and his boys have one objective in the game. to take as many of the enemy with them before they are destroyed.
as a non scoring unit they dont have to live but it is a bonus if they do survive to contest objectives.

i have kept the unit str at 8 as now there is no consolidation into new combats i didnt want to be stranded in front of my enemies gun line.
8 marines dont usually kill all the enemy in front of them on the charge turn. true i cant combat squad them but shrike can allways peel of to work over an enemy supporting unit while the assault squad piles in to the other. i like pulling this one on m/c supported buy a troop choice, fist the beastie and claw up the suqad. :D

so they are just a means to an end for me now in 5th a tool to be used until spent.


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 Post subject: Re: Tactica: Assault Squad
PostPosted: Mon Nov 23, 2009 1:40 am 
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I am currently modelling an Assault Squad Sargeant with THammer. It is done except for the left arm. What should i put in the left arm. Do you guys think Storm Shield is a good buy for an Assault Squad Sargeant? Just for record, a unit of 10 man AS with TH&SS costed 235 pts.

TQ..


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 Post subject: Re: Tactica: Assault Squad
PostPosted: Mon Nov 23, 2009 9:23 am 
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No SS is not a good buy.

Your storm shield is the 9 other guys, ready to serve tghe emperor so you may lift his hammer !

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 Post subject: Re: Tactica: Assault Squad
PostPosted: Mon Nov 23, 2009 9:27 am 
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IMHO, a TH/SS assault sarge is a LOT of points for a 3+/3++ model. I'd grab either the storm shield and melta bombs, or the hammer and a bolt pistol. This sarge is pure anti-vehicle with a side order of anti-MC. Too many points and you're running the risk of making that expensive assault squad an even bigger target.

Another way of thinking would be - if your assault unit takes a single melta or plasma shot and you have the choice between loosing a regular assault marine or putting that wound on your 71point sarge with hammer and shield for a chance to save that one wound, who would you chose?

HTH

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 Post subject: Re: Tactica: Assault Squad
PostPosted: Tue Nov 24, 2009 2:00 am 
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Quote:
Another way of thinking would be - if your assault unit takes a single melta or plasma shot and you have the choice between loosing a regular assault marine or putting that wound on your 71point sarge with hammer and shield for a chance to save that one wound, who would you chose?

No.. he isn't there for taking that kind of wounds :)

But a few scenario we can see how that SS might come in handy. Such as:
i. There are many cases where your units is wiped out by ICs before you can strike. Example: If you are downed to 6 man and was charged by Kharn (coz this happens to me :lol). That SS could have saved my Sgt (and go for Instakill). Even shrike can kill 5 man in a single charge.
ii. You suffer more wounds than you own models (which may happens many times as your number dwindled along the game), one of that wound is AP2. Since the Sgt must make saves anyway, might as well use the SS for that AP2 wounds.
iii. In a 'mano o mano' fight vs enemy unit champion/IC/dreads/Wraithlord. You have better chance to get the job done.

But you are right about that price. 235pts isnt cheap. Got game tonight vs Eldar. I'll try this setup. 2 Squads of them @ 470pts.


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