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Good assault unit, ideas?


spacewatch

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Looks like I need strong assaut type of unit that is capable of capturing objective from enemy Primaris, Elite or similar T5 toughnes units reliably during mid game. Have tried all the obvious (Assault Bolter Intercessors+Agressors, Frag Cannon Veterans+Shotgun/SB Veterans, Dual Plasma Vanguards, Combi-Plasma Veterans) and non obvious (Combi-Grav/Gravgun Veterans, Shotgun+SS Veterans, Combi-Flamer Veterans, ...) but all with mixed results depending on enemy army. Problem is not firepower and capturing objectives during 1-2 rounds but speed and reliability to capture vital objectives during 3-4 battle rounds. Need a little help here. What do other Watch Masters use for this role?  I can allocate ~250pts for this unit in my current army list. Any ideas are welcome.

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I don’t think we really have an assault type unit outside of what you listed. You could take some VVs with THs. They’re mobile and have a punch. They unfortunately lack durability.

 

Hellblasters with a Captain nearby can mulch through some T5 without invulns.

 

A smash captain or jump captain with a relic blade may also help in a pinch.

 

Ally’s might be a better source to deal with a specific threat.

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Thanks. I had totally forgotten that Hellblasters and Inceptors can have assault plasma weapons. Inceptor's Plasma Exterminators have better strength so I'll try something like this first: 5xAuto Bolt Rifle Intercessors, Auto Boltstorm Agressor and 2xPlasma Exterminator Inceptor. This totals 250pts and unit becomes T5 so harder to kill after first two Intercessors are gone.

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Honestly, I would say bikers. Combat squad or regular, but these guys are so useful in almost all my games. I can either rush them ahead stall the opponent's assault or I can push with other fast units for turn 1/2 and take the fight to their deployment zone.

 

Bikers give you speed and decent firepower to get after objectives. I have also experimented with 2 x3-man bikers, a smash captain and a vanguard unit for turn 1 pushes. It definitely gives your opponent a dilemma: Shoot the closest so they don't get in my front lines, or shoot the troops behind them moving up to take objectives.

 

I also bring a 5-man intercessor with auto bolt rifles to support, add aggressor to liking.

 

All the above options also pair well with a drop pod strategy: Drop some storm bolter and/or plasma vets, and Captain with Beacon. Support with fast moving bikers so they don't get completely obliterated first turn, and beacon another unit for additional firepower.

 

I really want to say bring a dakka blackstar and run interference until you catch up, but they just can't hold their own :(

 

So to bring it back, I'd say 2 units of 3 biker (SB and chainsword for Sgt, chainsword on rest) and a Jump Captain to follow in support... configure to liking. More smash is always good, Relic and SB would do well against characters. Dual Lightning claws potentially... remember, you still get a pistol for tempest shell shenanigans. Shoot and charge, be aggressive. Except maybe aggressors on whatever doctrine lets them move and shoot twice. Just shoot the crap out of those. Or just retreat to orbit and commence Exterminatus. #EmperorApproved

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Personally I like to run big Primaris squads, 10 man, 4 aggressors, 1 Inceptor, clocks in at 293 points with auto Bolters so with aggressors can advance and fire at full bs, toughness 5, 25 wounds and allot of powerfists and Dakka.

You are foot slogging but averaging 9/10 inches per turn plus the best Inceptor stretch.

Lacking that if you just want pure speed I would second bikers, at 75 points a squad, 79 with Sargent SB you can't really go wrong.

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So Captain+Bikers it is then. I see three choices:
- jump (smash) Captain supported by 3xBikers+2xVanguards/TH
- cheaper Jump Captain supported by either 1x5 Bikes or 2x3 Bikers
All of these cost around 250+-10pts. I think I prefer Biker+Vanguard combo most due to Thunder hammers so I test that combo after I have tested Intercessor+Agressor+(plasma)Inceptor combo first. 

 

Thanks all for inspiring ideas:thumbsup: 
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I say bikes over vanguard every time and I have allot of painted vanguard.

6 wounds and toughness 5, better shooting, vs more combat attacks but lack luster shooting. Yes you can shoot after falling back but those guns don't make a difference with where your points are going and pistols can be shot in combat anyway, the bikes can at least fall out of combat after tying something up for your other guns to hit before charging another target if needed if you gear them for combat or need a distraction.

 

Jump pack cap is the best bet, shame we can take caps on bikes, storm Bolter and banebolts would be glorious.

I would say 2 units of 3 to get around more, our smash captains are not gods with 2 3 man squads you only have 100 points, I say stretch it to 105 and give him a relic blade and storm Bolter.

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I'd second a full biker compliment over trying make use of the vanguard. They are fun and that's why I bring them. For record, the vanguard guys I took were relatively cheap... LC's for the sgt, 3 storm shields and a sprinkling of bolt pistols/chainswords. They either deal with the screen of infantry or hop over to get after the buffing character.

 

Your bikers will be the optimized choice (better shooting). You can't go wrong with a battalion and an outrider.

 

And if you experiment with allies, I ran the biker/Capt combo with a knight lance (2 warglaives and a gallant). I killed so many things first turn, its not even funny. 30-man zangors, hellforged contemptor, hellforged leviathan, a few rubric marines (tieing up the squad for half the game in melee) and a few enlightened.

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Ok, now I have 2x3 Bikers painted and ready for battle. Both Biker Sargeant has SB and both units bring Teleport Homer. I gave one Biker unit Chainswords and the other unit Power Mauls. I really like Power Mauls as multi purpose weapon now that we have Shock Assault rule. Jump Captain has Relic blade and Storm bolter. I'll probably give him Banebolts too. Next game on sunday:smile.: 

Edited by spacewatch
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