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'Fix' for assault marines

 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 7:58 pm 
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Instead of comparing Assault Marines to Rough Riders you should be comparing them to Space Marine Scouts.  After all, the Space Marines have two CC troops, scouts and assaults.  Scouts may only be CC=4+ compared to the Assault's CC=3+, but they are cheaper, have transports which bump up their break point, and can infiltrate which is better than jump packs.

There are two questions about these troops I have always had, and never asked.  Why were scouts allowed to be in drop pods but assaults were not?  Why were scouts allowed to have transports and assaults were not?

If there is a consensus to remove scouts from drop pods, why not replace them with assaults?  It would make sense that you only put experienced troops in drop pods, and you still need to have an assault force to put into drop pods.

The assaults are one of the most brittle formations in the army because they cannot take Rhinos.  I would gladly temporarily trade jump packs for weaker AV armor and formation padding.

What do you guys think of that?

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 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 8:04 pm 
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According to Codex Scouts even get Rhinos :) That Infiltrator an Scoutshurt i saw last saturday as my Salamanders TacticalDetatchment was assaulted by a Scout and Assault Detachment.

Exchanging Jumppacks for Rhinos and Razorbacks seems tobe good idea but difficult to model Assault Marines without jumppacks. Lots of tiny work.

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 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 8:10 pm 
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I forget what the reasoning is for not allowing Assault Marines in drop pods, but I've never liked it.

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 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 8:11 pm 
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I guess their 30cm charge move? But Scouts can do it even better! Hmmmm....
Or it is because they have no Rhinos to exchange for DropPods.





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 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 8:28 pm 
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- In the curren SM Codex AssaultSquads can't be transported, even if they drop their Jumppacks. Only via Thunderhawk they canbe transported and deployed via DeepStrike.

- In the current DarkAngels Codex AssaultSquads can drop their Jumppacks and THEN they can be transported via Droppod or Rhino.

- According to the rumours about the upcoming BloodAngels Codex in the next two WD issues the same as with the DarkAngels AssaultSquads will apply to BloodAngels AssaultSquads.

- The Codex SpaceMarine Redux (yes a new version of the current codex) will feature the same changes as in the DarkAngels Codex (eg CombatSquads, layout, upgrades, options, etc...).





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 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 8:32 pm 
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OK, so we're looking at fluff issues that were probably conjured to counter complaining about not actually being able to physically fit 10 assault marines into a Rhino model?

Do you think that this situation is compelling enough to forget the fluff and just say you can shove the assaults into Rhinos and drop pods?

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 Post subject: 'Fix' for assault marines
PostPosted: Tue Apr 24, 2007 8:42 pm 
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Well Jumppacks ARE bulky. It's the same reason why Terminators don't fit in Rhinos and need double the space in Droppods too.




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 Post subject: 'Fix' for assault marines
PostPosted: Wed Apr 25, 2007 3:32 am 
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They could pack them on top, like a family car going on holiday? :)

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 Post subject: 'Fix' for assault marines
PostPosted: Wed Apr 25, 2007 6:44 am 
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I would go for "drop the jump pack and get in to rhino/droppod". And take scouts out of droppods.

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 Post subject: 'Fix' for assault marines
PostPosted: Wed May 30, 2007 9:02 am 
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I suggest:
Drop assault costs to 150.
Disallow drop pods for scouts.
Skip the first strike for the power lance.


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 Post subject: 'Fix' for assault marines
PostPosted: Mon Jun 18, 2007 4:43 am 
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Why not give them Melta bombs for a bit of boost? They would then be able to take on tanks and titans better. Let's face it Marines have bugger-all in the way of MW as it is. Personally I love my 'saulties, but a single MW 5+ CC attack would be a big plus to them IMO and they might be taken in more people's armies.

Any thoughts?






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 Post subject: 'Fix' for assault marines
PostPosted: Mon Jun 18, 2007 5:23 am 
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You mean instead of a single 3+ attack or in addition?

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 Post subject: 'Fix' for assault marines
PostPosted: Mon Jun 18, 2007 7:02 am 
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Actually rethinking this Melta Bombs wouldn't work unless their points went up for a 3+ MW CC :( ?

How about a revamp???

Infantry, 30cm, 4+armour, 4+ CC, 5+ FF,

Bolt Pistols, (15cm) small arms
Chainswords & Melta Weapons, assault, MW ???

200 points? (not too bad a points increase and 30cm speed 4+ MW assault)
or

175points (stays the same due to 3+ CC trade off for 4+ MW CC. Land Speeders have better abilities afterall...)

maybe not....? most people won't like the CC change I'm guessing






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 Post subject: 'Fix' for assault marines
PostPosted: Mon Jun 18, 2007 1:55 pm 
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Why not just increase assault marines FF to 4+?

Makes sense fluff wise, with the 2 special weapons they are allowed per squad, raptors have those exact stats less ATSKNF.

Compared to bikes, they are still a bit more expensive, and 5 cm slower which is not to be dismissed, not counting the bike ability to put a blast marker to units via attack bikes.

With 4+ FF they are just as good as tacticals in firefights, better in CC, and basically trade the Missile launcher for jump packs, +1 CC, MINUS Rhinos.

Makes sense to me, and solves the balance issue, no?


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