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From: WayOfSaimHann
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  • I'm new to Warhammer. How would these Assault Squads work with complements of Bikes and Land Speeders for a faster attack army?

    "The only dumb question is the one never asked..."

  • i am using shrike to infiltrate them

    that eliminates most disadvantages right?

    i use them as a suicide group to rip into my opponent and headhunt

    does this have merit?

  • I like the idea about using them to block the enemy advances. One of my friends told me to use them to clear objectives before occupying them. I'll try that too.

  • Omg those lass two tips were crap, but the first was the best I have ever heard

  • if you move as normal infantry then no.....

    also assault marines for the win!!!!!!

  • I am not sure if someone has mentioned this already but, for Codex Marines, you can opt for a lightning claw instead of a power weapon. Sure, you lose 1A but you get to re-roll misss

  • oh im starting to understand the game now.

  • i just got assault on black reach and im doing codex marines, do you recommend  i switch to some other chapter?

  • @KakashiShredder "codex" marine really just refers to any chapter that follows the Codex Astartes (which is pretty much every chapter). Some people also call these "vanilla marines." You can use the Space Marine Codex for any Chapter, but some Chapters get a Codex of their own (like the Blood Angels, Space Wolves, Black Templar, and Dark Angels) Obviously, the one you use is your choice, but many people, especially tourny players, use Blood Angels and Space Wolves. I play Imperial Fists.

  • @th1nkman What do the Codex's do?

  • @DarkWolfe117 they give you stats, rules and abilities of your chosen armies.

  • @WavingSmileGamer Ohhh. Makes sense. For somebody who's looking into getting a space marines army (never done wargaming). What codex would you reccomend?

  • @DarkWolfe117 Space Marines are an ideal starter army because they are versatile (you can choose a close combat orientated army or a ranged army), but i would reccomend getting assault on black reach because you get an ork army with a space marine army of 1 tactical squad, one captain, one terminator squad and a dreadnought, its ideal because you can play against someone with the orks to get a feel for the game.Overall i reccomend spacemarines and also assault on black reach. Hope this helped.

  • @WavingSmileGamer It did. Thank you (:

  • normal Space marines can have melta bombs I use em at times XD So dont get the whole "I have melta bombs on blood angels" There nice army (I tend to get 3rd in my shop guy who gets 1st useoly uses blood angels or Eldar so ive fought him before and lose more then win but i have WON agest him so im happy) 2nd place tends to swich between people. And i might get 4th if i TIED for 3rd

  • aka ignore assault marines coz there mostly f-in mobile bait. that or use them to contest ... wait rather have a bike or something. or a land speeder. Scouts dont need a f-in rhino or w/e they just hide in cover with camo cloaks and if you have 1 thunderfire that can give them 2+ Cover save? XD yes please.

  • You should have mentioned the 12 inch move followed by a run move :-) then with BT you can get the Rightouz zeal move and your right up to them :-)

  • well with the blood angels the assault marines can take transport with the stormraven but you can only have 12 models in the stormraven

  • Would you consider the Chaos Raptors better? Chaos Raptors with either Mark of Slaanesh or Khorne.

  • Would you consider the Chaos Raptors better?

  • I think that Assault Marines , other than Assault Termies, are the only CC squad available to SM codex players...... please Message me on some Codex:SM close combat options, as that is what my 2xAOBR, + transports/tanks, are lacking.... I have no CC squads...

  • @axelsfolks Ironclad dreadnoughts kinda rape in CC And people who want CC with the normal Space marine Codex tend to just use them (Double Str 10 power weapons with +1 To attack normaly with the 2 CC weapons with Armor Value 13? pretty hardcore)  there are other CC ways on how to battle Cheap CC units? Scouts bolt pistol/blade or such. but for good CC units that are pretty beefy for the points? Ironclads are the main thing for normal Space marine Codex in my group.

  • Yes, they can move like normal infantry. Otherwise, you miss the big bonuses of these guys, which are handflamers, powerfists, and everything else in your army. These guys rock at picking off lone characters or closing with those units of stealthsuits and whatnot. Also, hand flamers still give you the bonus attack, but clean house on units of hormogaunts and orks and whatnot. Lastly, if your playing right the odds are the opponant will be more focused on the rest of your army anyway.

  • According to my Dark Angels Codex, Assault Marines can use Deep Strike. So your special rules do come into play when using assault marines

  • "He's not up with 5th, YO" lol i bawled

  • 10x20=200pts for the suicide bombing assault marines, or like 50pts for the multi melter land speeder. Easy decision.

  • They are not a throw away unit, 20pts eatch. Just get a lans speeder multi melter 50pts deep strike and kill all the tanks.... much more point effective!

  • @boom911boom but take 3 hits and it blows up, assault squad takes 2 hits and there are 7 left, plus i find them fun to use agenst eldar because they eat eldar

  • @heartrate0 10x20=200pts for the suicide bombing assault marines, or like 50pts for the multi melter land speeder. Easy decision.

  • @boom911boom just saying they eat up weak armys like tau and eldar

  • storm boys are better, 12inch + 1 dice so you can get 18 inch

  • I play Blood Angels (since the 90s so don't call me a power gamer), and "Descent of Angels" makes the deep strike tactic very viable. Or better yet, add Dante and they wont scatter at all (and survive a lot better). No dangerous terrain if not jumping BTW. Man us BA players really got given the goods this time. Vanilla Marines are completely obsolete.

  • @luvluvluvluvluvlove Add a Sanguinary Priest (apothecary) with a jump pack and then your really going to kick some ass. Give them a flamer and a melta-gun, the sarge a power fist and hand flamer, and get ready to rock!

  • @luvluvluvluvluvlove He is extremely expensive for what he does thats almost another assault squad and his effect is not that amazing because at anything under 2250 no one takes any characters that would be worth using his mask against.

    Deep striking is still really risky I avoid it as much as I can but it is still more reliable than 2D6.

    Yes we did get handed something quite nice to work with but vanilla marines are not obsolete they pack a punch and are cheaper in points.

  • @cowpow16 True, and true. Yes he's really expensive. But re-rolling reserves rolls (Descent of Angels), AND not scattering. That's basically putting your ass-kicking squad anywhere you want, whenever you want! I have both codex's and just compared pts costs. There is really not much difference. Transports are 15 pts more, but they are "fast", so it's worth it. Same thing with the other "fast" vehicles. Many infantry options are actually cheaper, including 10+ points per weapon for Devastators.

  • @cowpow16 Lets not forget that Land Raiders are transports for BA, so you can basically take as many as you want (mwahahaha). I'm not dissing vanilla marines. They're still cool. If you take 3 Vindicators and lots of infantry in transports you'll definitely have more models. BA will just get places faster (and move 12" and still be able to fire with Vindicators). I'm just a Blood Angels man.

  • @luvluvluvluvluvlove

    Yes devs are cheaper but unlike vanilla armies if you outflank and or deep strike later on they are left all alone.

    Also you dont give anything other than assault marines a transport because they get a 35 point discount.

    Land raiders are cool and all but whats the big deal with them i would rather invest its point in another assault squad rather than have that driving about (unless it has termies in it). Yes you can deep strike your kick ass unit in but they r a clump

  • @luvluvluvluvluvlove

    And who dosnt enjoy a nice cluster of 235 points plus a potential priest vindi shell make a hell of a mess them.

    Also transports you cant assault out of them and we dont stick tac marines in them because thats silly so you have to sit there for a turn and risk getting shot and blown up thats no fun.

    Baal preds tho are amazing assault cannons and hb sponsons equals meat grinder and a vindi is nice.

    But the most satisfying thing to see is blood talons :P

  • @luvluvluvluvluvlove My vainilla marines use drop pods and sternguard. My LGS hates me. :(

  • @dantehunter What does LGS stand for?

  • @luvluvluvluvluvlove Local Game Store, as far as I know. Remember that while you can take "As many LR's as you want", you're still limited by the fact that they're 250 points in cost. Sure, go ahead and take 7 in a 2000 point game. Until you come up against a salamander player. Or a Dark Eldar.

    War40k is just advanced rock-papers-scissors (Except for the tau and necrons.)

  • i always add mine to shrike

  • a plasma pistol is listed as pistol, dont pistols only get one shot?

  • @dachandepred yes, only one shot

  • I think they are good at hitting soft targets like guardsmen squads, or guardian squads.

  • if you move him as infantry you don't need to test a dangerous terrain

  • i love assualt marines you can use them for soaking up fire with melta bombs or melta guns you can slip behind tanks and hit their rear armour for me they have proved invaluble

  • @conan11988 i totally agree

  • reapers

  • @Pendragondnd sc2 nerd ^^

  • If you Play Khan as your HQ, Assault marines can outflank and become a serious threat...

  • @ZatoichiBlindSword Or better take blood angels because they can use meltas

  • hey i'm an you paint ur space marines in the collor you want ?

  • No you dont have to test. He is not using his pack so how is it dangerous for him to walk?

  • Just have 5 of them. Give the sgt melta bombs, deep strike in and hunt tanks.

    So long as you can withstand a possible round of shooting, you just assault a tank (Anything) from behind, lob a melta bomb and the tank's chances aren't looking up.

    You might only take out 1 tank, so go for the hardest, most expensive one you can get to, to make up their points cost.

    Also, y'forgot to roll for Get's Hot with the plasma. :p

  • @Vehementi The problem is, they're not gonna survive a round of shooting.

  • @dantehunter Yes they are.

    They have and they do.

    'Sides, they're only about 100-ish points, manage to take out almost any tank with them and they've earned their points cost back.

  • @Vehementi Then your oponent is A) Retarded, B) unlucky. Assault SM do NOT survive focused fire. Besides, your oponent is GUARANTEED to move his Tanks 12'', so you'll need 6's to hit him.

  • @dantehunter So?

    All you need is 1 alive at the end of a round of shooting and you stand a really good chance of taking down almost any tank. They spend a whole turn trying to wipe out a ~100 point unit of assault marines? Well, that's a waste of their turn, when they're not firing at your more expensive units. I'd rather have them firing everything at my assault marines than say... my Vindicator or Termies.

  • @Vehementi Who the heck are you playing against? There is absolutely no way they're letting you hit their tanks. I'd just engage you with a combat squad and be done with it. It's a lousy tactic. You're spending too many points in a unit that you're never going to use to it's full potential.

  • What is the game table surface made of?

  • I got Steam rolled with almost ALL assult marines

  • ...and metla guns....lots and lots of melta guns......

  • sanguinary priest in assault squad + good army = use them as a meatshield.

  • I deep strike Vanguard veterans with melta bombs and power swords. I also play 3 drop pods with locater beacons to avoid deep strike mishaps. With heroic intervention, power weapons and melta bombs, they annihilate whatever it is I want them to kill. Expensive but if you really gotta kill something...

  • I manly go with vanguard vets

  • I'm fine with the assualt marines

  • Although most of these tactics are indeed effective and useful, I'm afraid the Emperor doesn't always protect. I don't even want to say how many times my poor Assault Marines have been killed from mishap (stupid ones and twos) after trying something bold like that Razorback move in this vid, although I know it was just a demonstration.

  • Comment removed

  • deepstriking is much better with dante haha assault squad plus dante 2 melta guns and the sarg with a infernus pistol and powerfist deepstrike em like right beside the land raider and haha bam pretty much 4 holes in teh land raider hehe boom

  • @cowpow16 i had a friend get a misshap with dante becuase he was too close to a land raider and him and his squad died, other than that dante is amazing

  • @cowpow16 I just saw your comment, it's similar to mine, except i recommend adding some flamer action to save you from the hordes in the buildings and that (see my comment above).

  • im starting a blood ravens army and im planning in having a squad of 10.

  • I once deepstriked my assault marines and my terminator squad in a tournament, both got 1's my opponent ( orks ) fealt bad for me.

  • u dont need to test because they dont jump imo theres no space for discussing this.. i mean they sacrefice 6 inches to make the dangerous test again ? no ofc not if u walk u just test difficult terrain... if u jump u dont do that test ofc but need to test dangerous terrain ofc... so easy anyway good paintjob

  • You seem to always role good with the dice. Maybe the dice are rigged.

  • Nicely painted models fella. Very nice scheme.

  • can u make one of these for vanguard veterans with jump packs or ask jawaballs to make one

  • heres an idea, take off their jump packs and stick em in a rhino...

  • @aes620hb2 not a good a ideia... they cabt disembark and assault am the same turn

  • @felo790 damn really? it saiz u can get a free rhino if u take off their jumpacks o well

  • @aes620hb2 Rhino isn't open topped or an assault vehicle...So no assault afte disembarking

  • can you give assault marines bolters instead of a pistol and a close combat weapon?

  • I think assault marines are a little underpowered...I mean still, they are supposed to be better than the other brothers at cc, so they should at least have initiative 5, or maybe an extra attack in addition to the one they recieve from two weps, something like that...I dunno. Then maybe they'd be worth considering.

  • @Spjungen i think they r well balanced... they now cost 18 points ... a normal brother cost 16 points... so i get the jump packs for 2 points... and using transports as cover u can easiliy move them forward or always jump behind cover... they real advatage then is that they have a 18 inches attack radius to assault the enemy... and thats great... they r worth playin and they r no throw away unit... stats r ok and in the right list they dont get focused very much (e.g. land raider r sth)

  • Move them up behind other transports. They can keep up and are out of LOS. When you get to their lines. BOOM! no more enemy. Works for me every time.

  • @vannnefrost Exactly what I was thinking...I would think the best tactic for these guys is to use them to engage enemies which aren't supposed to be in close combat. Not necessarily to get rid of them, but just to prevent them from shooting. Just move them behind a land raider, go full out, that's 12 inches right there, and the guys can keep up with their 12 inches. Then pray to the Emperor that the squad you're trying to get into cc with is within 18 inches. =P

  • you are the man

  • One question I've been wondering about it for a long time, can Terminators Deep Strike?

    Cause on a Battle Report in the White Dwarf magazine one of the player used Deep Strike with his Terminators but in the Space Marine Codex there is no sign that the Terminators acctually can Deep Strike. So I leave you this question and hope for an answer :) Thank you, and thank you for your Tacticts Vids.

  • @MrVaulty yes they can deepstrike. Look under the entry for terminator army in your codex. There it says that any modell equipped with terminator armor may deepstrike

  • @lukanitos okey, thank you :)

  • i field 2 assult squad, 2 flamers, one power fist.

    kills allot!

    with decent of angels i roll only one d6 for scatter when deep-striking

  • as long as your modle and the squad can land on a flat surrface you dont have to take a difficult turran test

  • so you basically use them as decoys or to draw the attention elsewhere so u can bring in the armor or other reinforcements?

  • how many plasma pistols and power weapons can i use in 1 squad?

  • @TheMagichan33 If it's a 10 man squad you can have three Plasma pistols if the sergeant has one.

  • death company jump pack they get nice extra bits to trick them out with i have them and sen guard

  • Another way these guys work well is in my Raven Guard army. I play against two opponents mainly, one Tau and one Imperial Guard. Both very shooty. Put Captain Kayvaan Shrike with a squad of these guys, plus some meltabombs or plasma pistols, and you have an infiltrated unit with jump packs, plasma weaponry, and meltabombs. You can tear into battlesuits, vehicles, and line infantry with these guys, while the rest of your force does its thing. Works every time.

  • Just take a 10 man squad with a chaplain, powerfist serg and 2 flamers.

  • hey man nice vid, could u plz do a video for a librarian tactics plz, im really not sure how to use mine in a battle, he always gets killed to quickly for me to get close enough 2 use his powers

  • @sugetsuofthesand you should give him 2 powers and terminator armour that is how I use mine and he killed 10 marines and a chapter master by himself

  • I use them alot, not deep strick though, just jump and blow up vehicles, my 10 men all have melta bombs, it works but on the way there I usually loss at least 25 to 50% of my squad, but since I have chaplin, I keep going and just hope at least 2 or 3 will make it, though the bombs in, mission accomplish.... Pretty expensive. yeah...

  • im sorry but this was awful... assault squads should only be used as a speedbump when neccassary they are a great counter strike unit i am not an assault squad user enamasse but if used correctly assault squads are great...

  • Seems to me, they are like the Hormagaunts from Tyranids. Use them as Barricades, to stop enemy movment. That seems to be the only advantage.

  • Fritz, could you do a video or something on the Legion Of The Damned? I love the whole concept of them and the invunerable save ect., but I have no idea how to encorporate them into my army. (If it helps I currently play by pincering the opponent between drop podded troops and tanks from the front). Even if you think my tactics are crap I just really need some advice on how to equip and play leigionnaires.

  • Wow, this video doesn't highlight any of the strengths of assault marines at all - you made them out to be utter crap. The first 2:52 seconds of this video was your bitching about how shit they are.

  • cool like the colour

  • i am sick of hearing you say ,oh this unit is just cannon fodder that is not how to play space marine at all god you can tell you play eldar ,sorry man love your vids but that had to be said

  • @reviewSHF lol...He IS right though. It obviously works so...hes right :D

  • with the new codex i will use tow 10 man squads, Pfist on sarge and flamers, 2 each,

    deep strike them onto the core of the enemy, like tau, imperial guard. flame the infantry , jump on and well its 16 attacks each

    2 pfist attacks.

    that eats even orks or nids.

    but if u get em out in the oppen, they are dead meet! no even the death comp can take that much fierpower!

    Love ur tack vids! thanks!

  • they are not all bad cause in the codex they can deep strike so if u have a squad of assault terminators and the sergeant has a homing beacon they deep strike all of them u have them in combat in no time! effective against tau! or u can do what fritz says and deep strike them behind your tank if your moving a tank into your enemy like a transport or something!

  • get gutsy get balsy for the emperor lol that should be the assualt marine motto lol

  • don't forget regular assault marines all get krak grenades, not too shabby against the lighter transports either.

  • Assault marines are way too expensive to be expendable units, if you want expendable take scouts (non BA or DA) or even a stripped down tac squad.

  • also you are using black templars list which has different points costs for the unit as well as wargear and dif options. you also didnt consider the possibility of character combos. you can add shrike . you can then deep strike and combo that with fleet. you need to cover more options with your strats. im not saying yours is wrong, if it works for you great. im just saying that you calling the units throw away units may not be entirely true, depending on some different army builds.

  • I think people dont use them in tornys as much because often the torny tables lack sufficient terrain that completely blocks line of sight. and makes them a lot less useful

  • I also completely disagree with your use of assault marines. I field 20 in a mech blood angels list 1500 points. The list is pretty competitive. 10 of those 20 are deathcompany with jump packs lead by lemartes so they dont really count. but i think they are a great unit you just need to use them correctly

  • dude what is iffy about GWs rules for jump infantry... it says: "This is optional and they can move as normal infantry if they wish." That's on page 52 of the hard cover 5th edition 40k rule book. line 2 under the MOVEMENT paragraph.

  • I painted my assault marines the best because I want them to look good when they are raining down from above crushing all underneath them.

  • Just finished painting my assault sergent with thunder hammer and plasma pistol.great assault guy

  • I use my LOTD in the same way that he uses his second tactic. Deep strike (rerollable!) behind an enemy vehicle, and then melta/plasma some important vehicle. Works pretty well, and that 3+ invuln can keep them fighting for a little while. Kind of expensive points wise though, and i usually only do it in games of 1500+ points.

  • if i take the the jump packs off can they take a drop pod

  • should my assault marine be in a squad of 10 or two squads of 5

  • put them in a 10 man squad 5 man squads just die

  • they are good and for jawaballs thats a fail because I have Blood Angels and I have 2 assault squads. They really help if your against tau also I play Eldar and they are awesome against space marine armies.

  • ive used assault marines deep striking to contest an objective in the last round of a game for a win. it was soooooooooooooo coolo

  • when you b uy a battleforce all you need to buy a commander but after that you can play

  • So guys, Ive never played Warhamemr before, but I used to COLLECT Chaos, just pain and put together.

    Im recently starting up, theres a few games work shops around ( I presume I can play games there for free?) and they might teach me how to play.

    But im thinking of just buying the 50 pound starter set (the battleforce or w/e its called)

    Will that get me into the game? And does it matter how I put my troops together ect? I dont want to make a big mistake and give a space marine somthnig wrong

  • Assault marines own

  • I always deep strike with my chaos shiz, everything I can. Personal Icons for the win

  • im the same way with my marines, timberwolves kill them all ^^

  • lolz, i use 2 squads in razorbacks that have las cannons. the combo packs one helluva punch when used right, but so far, from what others have told me, i am the only one who doesnt get these guys murdered after disembarking for that turn

  • i use a powerfist because my assault squad only has 5 men.

    I use them as objective-takers by hiding behind a Rhino or something like that as my forces move up and when I'm within 12 inches, the tank veers off and the squad takes the objective, leaving the squad in the Rhino open for other things. do you think that's a good strategy?

  • Comment removed

  • and does anyonw know if blood angels can deepstrike im new??

  • Any model with a jump pack or terminator amor can deepstrike

  • hey man ty for the tips ill try that

  • Devastator Seargeant come with 2 weapons standard. Bolter and BPistol.

    In army builder you can exchange both of them for chainswords, combi weapons, plasmaP, StormB etc.

    Is it legal to put 2 Storm Bolters on the same guy? Would I get 4 shooting attacks or just 2?

    What about plasma pistols, can I put 2 on the seargeant?

    What if I put 1 plasma pistol and 1 storm bolter, do I get to fire both weapons in the shooting phase or just one?

  • I thought Storm Bolter is a two-handed weapon (?)

  • veteran marines own give them lightning claws and thunder hammers for 2 plasma pistol and power fist. they may cost 260 points for that but i owned a sqaud of terminators with that

  • What do you mean by effective on paper?

  • in theory they are good but when u play in a game they arent as good as it says in the codex

  • why not just take a drop with a combat squad or scouts maybe a dread whatever. and then put a locator beacon on the drop pod. that way you have whatevers in the drop pos. PLUS your assault marines. thats how i run my deep strikes and it works goods for me.

  • depends how you use them tbh- they are great for defence purposes-/ flanking. either keep your standard sm's tactical squads at the front - with the assault marine behind- allow them the pale on all enemy units and when melee units get close drop em in.

    or flank the edges of the board equip plasma pistols and nible at their sides.

    assault marine can win you many battles and are quite cheap realistically- but you always have to use them at the exact moment you cant afford to miss any chances

  • i only use them in fun only games

  • i hate assault marines.

    they can die alot quicker than vanguard anyway.

  • how do the melta bombs work?

  • you just go over to a tank with a guy with a meltabomb and assault it then roll it's strength 8+2d6

    good innit

  • like grenades but str 8 + 2d6 instead of 6+1d6. Usually a 5 pt cost toa dd them to a champion

  • how do you decide if a unit is scoring, and whats the point of a scoring unit?

  • lol "hes not up with 5th"

  • Humorous and interesting. Good work!

  • I have found that a 10 man assault with srg having two claws and jump chaplain to be my mvp unit and I shield that unit with a rhino and then pop over when a unit is within 12 inch, hope fully Pedro is near so that I get another plus 1 attack making the assault squad a vanguard pretty much. good vid.

  • Move him as infantry and he's fine.

  • HAHA "get gutsy get ballz you know for the emporer right?" hehe danm near spewed orange fanta on my computer

  • i have a blood angels assault marine army. i always have 3 units of 10 assault

    marines to catch objectives or provide support for my veterans and death company. its working well for me as the death company are always the main target so the rest of my army can charge. the look on the opponents face when he realises he has wasted his entire shooting phase trying to kill one unit never gets old ;)

  • Assualt Marines are a very quick and effective unit. In my experience most people who don't know how to use them, don't like them. Shrike of course is the best possible option for assualt squads

  • personaly i disagree with this i beleive that the assault marines are a very useful infantry.

    first you can use them as guardians stick them on a objective behind cover and destroy in assault.

    or have them protect vehicles. move with them and jump up to help squads in need.

  • If the Assault Marines walk.. they dont have to.. I check with my mates.. Since it mention if it only use it jump packs..

    DSing ASM.. imo has always been a bad experience.. My reserve rolls always make them late or my DS ends up in mishap... and they peform poorly agaisnt CC specialist troops..

    I prefer to outflank them.. I usually eitier use Shrike infiltrate or Kozzaro outflank.. which i can sneak up on my enemies longs range emplacement.

  • Use em as Shock Troops or Cunter Attack units, ok lets say, a unit of 20 Necron Warriors are moving towards your Tac squad, and you have 10 ASM behind them, let the Warriors charge, or if u can, charge your tac marines, see how the combat plays out, if it swerves in the Necrons favour, best jump your ASM behind the warriors and trap them in a melee, also, it always fun to bound your ASM to Guardsmen squads in heavy cover, they tear lightly armoured troops apart.

  • Remember, Assault Marines arent designed to fight in open fields, unless via deep strike, they excel at cities of death, it may not seem right, but they can bound over the buildings, in my GWS we had 4 rather large buildings with very flat large areas of ruins on teh top, they were so large, thatw e were aloud to drop assault troops, skimmers etc onto them without having to do a dangerous terrain test, which meant, me and my friends assault squads dominated, becuase they could not be hit.

  • i love useing them there fast and ball-z

  • No you do not test for dangerous terrain for moving into terrain on foot.

  • In my chaos list I use 2 squads of 5 raptors, each with 2 melta guns (Night Lords, death to the false emperor!). I use them just like you do for tank busting, but with the meltas I can go and blow over things like land raiders. Its always funny to see a 120pt unit blow over a land raider and expose 5 termis whilst you've a vindicator knocking around =]

  • I also like playing Templars for the fact that they are not so popular, and people tend to think of you as a noob. Now until now I havent really used assault marines, My latest build being a terminator assault cannon spam (2 assault cannons per a squad ftw), but I think I'll throw in a few test squads. But heres a small thought, Dont you think Drop poding crusaders with a meltagun would be more effective?

  • i think that if you dont activate the packs you dont need to test dangerous terrain or whatever but i think you would have to test to get over the barrier on that particular scenery. if you dont test getting over barrier you are moving as jump infantry so u need the diff. terrain test

  • i plan on using them in the same way i just love the model and the fluff

  • hes not up with 5th yo!

  • Why was there two plasma shots? Are there two assault marines with plasma pistols in your squad? I might have missed something.

  • OH MY GOD jawaballs isn't using them? I thought he used them without jump packs

  • Jawaballs does use assault marines, I think fritz just meant he doesnt use them with jump packs

  • I play them too! I <3 them. got 20 of them in my army, I dont know exactly how competetive they are (because of the heavy point cost). I do really like them though - esp with my jetpack chaplain

  • flabergasted and will start thinking if he should keep advancing or wast him turn to kill them. if he doesnt go for them 12" to a tank melta bombs and your bassicly flanking your enemy by picking them off from behind while they deal w/ your army up front.