Hurtling through Lleh V's atmosphere the Thunderhawk strained under the fury of the incoming plasma fire as the assault
marines that it carried in its box hull moved into the ready position.
"Two minutes..." crackled a voice over the comm as
the back door to the drop ship depressurized and swung open venting gas and
ice.
Standing on the edge of the hatch now overlooking the planet
wide battle below Brother Longinus signaled to the squad to activate their jump
pack turbines as the ship began to roll to the right.
Spotting the jump point below Longinus motioned with his
chain sword as he stepped off into the smoke and plasma flack filled sky
followed by his brother marines behind him.
"For the Emperor!" invoked the squad in unison as
their guidance sensors locked onto the landing zone followed by their turbines
churning to slow their decent…
If Space Marines are THE iconic units of 40K, then what are
the icons of these icons? I’d vote for Land Raiders, Dreadnoughts, and
Terminators of course, along with putting Assault Marines in the lineup also.
I love these guys on the table, the imagery they bring,
jumping out of Thunderhawk gunships or from behind the mass ranks of tacticals
to bring their chain swords and power weapons right into the heart of the
enemy. What also sells the image is the assault pack option you get to use in
Xbox Space Marine
which captures the feeling of this model perfectly- that is what I
see in my mind as these guys zoom around on the table.
So how are we going to get the best from these guys in the
game?
First thought is that there are lots of different flavors of
Assault Marines, but are they really that different on the tabletop level?
Yes and no.
They all come with a jump pack (duh) and a close combat
weapon as a base which means three attacks on the charge. Bolt pistols are
standard, possible a plasma pistol depending on the codex, and finally some
special weapons like melta guns and rules like Death Company or Blood Claws
depending on the codex.
Tactically there are two ways to deploy them- on the table
which has them jumping forward, or heroically deep striking into the back
ranks. Which one works best depends on how many Assault Marines you are
including.
Unless I’m playing vanguard vets I tend to stay away from
the deepstrike options, and then if I am playing VV, then we go for broke since
it is for fun- jacked up power weapons + heroic intervention + scatter = faith
in the emperor!
Taken in a group of ten with some plasma pistols and perhaps
lead by a chaplain for the re-roll and fearless has my group castling up somewhere
mid table where they can jump out as needed and attack an incoming unit. Forget
about jetpacking it across the table, especially since this is an assault based
unit, you need the model numbers in the assault to give the beat down while
dealing with superior numbers and overwatch. A few losses along the way, in addition to being
20+ points a model means you are losing that critical mass.
Now when we assault the jetpack jump is key, and not only in
the impact hits before, but in the fact that you can move 12” and then assault.
I use the mobility of the pack to place my models on the side of the opposing
unit that is most helpful for the assault.
Power weapon or plasma dude in the back or side?
Jump my models, especially the plasma gun models to that
side, so my opponent has to remove those models first. We all know about model
placement by now to protect our specials, characters, and wargear, but most of
us only see this in a linear line- Assault Marines then break this by jumping
to the side or back.
Pop off the plasma and bolt pistols and then charge in and
prepare for glory!


You don't get the Hammer of Wrath impact hits if you move 12" in the movement phase though. This makes maneuvering Assault Marines problematic at best.
ReplyDeleteWhy is it "problematic"? You didn't get HoW at all in 5th.. If you manage to be in position to get the extra hits, great, if not, it's not really a big deal as you wouldn't have got them in 5th anyway.
ReplyDeleteHoW is a nice option, but it's gravy in my mind, if you need that bit of movement to get where you're going then power to you, if you dont need it (careful maneuvering, hiding in cover, ETC) then you get the HoW hits and cause that little bit more carnage :)
ReplyDeleteAs it was said from Small, you didnt get it before, so if you dont get it now then there is nothing to worry about, if you happen to be in place to use it then happy days :)