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Post by evilerik on Dec 24, 2005 14:09:40 GMT -5
Just curious as to peoples opinions on Veteran Squads vs. Assault Squads (pros/cons) I need to add some assaultly stuff to the Green Dragons and was wondering which is a better deal.
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Post by thatguyjames on Dec 24, 2005 19:14:10 GMT -5
Veteran Marines can be quite nasty, especially in a larger squad where you can throw in a power fist & power weapon to compliment your Sergeant with whatever he has. Adding in the Furious Charge veteran skill is an obvious choice to enhance their assault damage.
The real problem with a Veteran Marine squad is getting them across the board where they can start dishing out the pain. With the entanglement rule, it's just too easy for a properly equipped opponent to crush a rhino and strand your poor squad for a turn or two wherein they get shot to bits. Perhaps the best solution to this dilemma is to give them the Infiltrate ability. They might not get those charge bonuses, but they will have a much better chance of making it there to begin with.
On the flip side, assault marines have no problem getting from point A to point B, and if you use the traits to your advantage you can even get "Take the Fight to Them" for your squad. They can also deep strike, which is risky but potentially very rewarding.
The Assault Marines won't be quite as pimped out in the weapons department as the veteran squad, but throwing in a chaplain with a jump pack solves that problem nicely.
For me, the one thing that really pushes Assault Marines over Veteran Marines is melta bombs. With Melta's, even the base Assault Marine is now capable of destroying virtually any foe, certain monstrous creatures excluded. Consider their ability to jump pack and you just can't get that kind of flexibility out of a Veteran Marine squad. And let's face it, the one thing that really makes a space marine shine is his ability to adapt and to excel at any situation.
And finally lets not forget the all important points cost. By the time you take a 10 man vet squad, give the sergeant terminator honors and a power fist, a second power fist for a squad man, a power weapon for a squad man, mount them in a properly equipped rhino, and throw in frag grenades, you've already spent over 300 points.
You could get the same squad in Assault Marines minus the second fist and weapon, with meltabombs, and none of the nonsense of having to deal with a transport. The difference? Almost 50 points.
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Post by Ranger Dude on Dec 24, 2005 22:52:03 GMT -5
Plus, there are two seperate Traits that would allow said Assault squad to have Furious charge. Ups the points a bit, but not much. I personally bypass the MEltabombs. I have other options for vehicles, or I ignore them. I tend to get into Combat very quickly as many of you have seen.
My opinion on this is fairly obvious as My marine army tends to come with a two assault squad minimum. (Three on Thursday)
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Post by angelofdeath on Jan 9, 2006 17:24:22 GMT -5
Well my opinion is slightly tainted since I play Blood Angels But I've found for the money I love the Assault marines. They have a great chance of closing with the enemy quickest, are relatively cheap for a five man squad and if they have the Furious Charge ability will strike before most things, have a better Strength not to mention with two close combat weapons a massive number of attacks to throw out. If given a favorable setup or decent cover fire they can decimate a fairly good number of troops before they can be stopped.
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Post by Ranger Dude on Jan 10, 2006 10:18:27 GMT -5
It's even better if you field them at 10 man strength. Takes longer to put them down, and even the stragglers can put the hurt on.
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