Sorry I missed a post yesterday, I
moved back to University today and things have been a little hectic,
but that doesn't mean that I'll slack off today, continuing with the
Fast Attack section.
What I've been up to and off-topic
musings first though. I've picked up a Cryptek for my Necron army,
which is 1 of the 5 600pt armies that I've brought with me for
doubles events. And that's pretty much it.
I am looking at one of the common cross
codex choices in the book today, but they're different to what I have
in my Space Wolves book and so I'm going to look at them with a
degree of depth. The Assault Marines.
Basics: Each Assault Marine is 3pts
more than a Tactical Marine, and base you gain dual close combat
weapons and a jump pack, but lose the Boltgun and scoring.
The problem that Assault Marines have
had in the new edition is that it's harder for them to get into close
combat, but if they get there they hit a little harder. The reason
for saying it's harder is because of all of the shooting that's
knocking around and the inclusion of the Overwatch rule. But I'm not
sure that this is the case.
Yes, the additional shooting presence
doesn't help, and neither does overwatch, but on average they're
getting a longer charge in 6th edition. Remember that just
on the average they charge 1” further than they did in 5th,
and although they could roll badly, you can trade off an extra hit
per model that gets into base to base for the extra chance on the
charge.
The problem with the Assault Marines
that keeps cropping up is that they don't hit hard enough, but
hitting hard is not always something that you want to be doing. My
opponent's hammer unit hitting hard is what cost him the game. He
threw his Lord and his squad of Plague Marines (albeit not the
biggest hammer) into a squad of Grey Hunters, just about managed to
kill them all, and then was left in the open in front of 2 Grey
Hunter packs and 3 Long Fang packs, meaning that I could mow them
down and secure my objective.
The lack of my opponent hitting hard
almost cost me the game in game 3, meaning that he didn't get out of
combat and allow me to cut his Assault Marines down.
I'm not trying to say that Assault
Marines are an excellent unit, I haven't seen them enough to make an
educated call on the tabletop. But on paper they're definitely not as
bad as they're made out to be.
Think of this. A Lone Wolf is 85pts, a
pack of Wolf Scouts is 85pts, a squad of Assault Marines is around in
the same region of points. I don't think twice about spending that
amount of points on a unit that is designed to go forward, get in my
opponent's face, annoy them, maybe cause some damage, and maybe score
or deny a point or two in the process, and this is in the very
crowded Space Wolves Elite section. This is a good application for
the Assault Marines.
They're cheap, so it doesn't matter too
much if you lose them, but they'll already have absorbed some
attention. They're quick, they don't hit so hard that they'll be
exposed in your opponent's shooting phase, but they have enough
attacks to do some damage as well. Not to mention that for 10pts more
you can get 2 flamers in that squad, and then there's the potential
for a combi-flamer too. Drop them down, barbecue a squad of
pathfinders or a similar deckchair and harass the enemy's backline
shooty units such as Lootas.
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