boomwolf wrote:...I might as well retire.
boomwolf wrote: We better get some new tools for mobile armies in the upcoming codex, or we will be relegated to boring gun line...
I agree. The Devastators are the key to this formation. How your opponent kits them out will bely how he intends to use the formation. The Assault Marines are far from the reliable source for killing stuff on the arrival turn, since (as you point out) they require extra luck on the drop and charge. Plus close combat, as a whole, is less killy.shasocastris wrote:Here is the question that I think needs answered. If we have to choose who we interceptor, the assault squad or the devs, which do we pick? I'm thinking devastators, if only because that stupid suppression ability is how the assault marines get have their cool tricks. Plus being pinned is no fun. And if done right, the assault marines are going to kill the bubble wrap, not whatever is within 24-48".
Da Skyman wrote:Plus close combat, as a whole, is less killy.
Da Skyman wrote:That said, the Assault Marines are more versatile since they can engage Anything as long as they have melta bombs and a power fist. I think you have to look at what is going to be the biggest problem for your army in the long run. The Devs may cause more damage, left alone, but the Assault Marines can tie stuff up and can relocate/threaten objectives better. Remember that the Devs are only relentless on the turn they arrive while the jumpers can use their packs in both movement/assault for the entire game.
Da Skyman wrote:I know that I will not be able to resist dropping a two large Ion blasts on a couple closely packed units of Assault Marines. Imagine the rage quit...
Sa'Ran'Sha wrote: Remember that he can only place the drop pod where there is room for it to go - which includes folding out the doors - and that it must remain 1" away from your troops and cannot land in terrain.
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