Jump into battle with the Space Marine Assault Squad. Just like the Tactical Squad, Assault Marines continue to be a strong unit in Warhammer 40,000. Equipped with jump packs and a large assortment of chainswords, Assault Marines quickly close the distance before launching devestating charges. Let’s see how they bring it to the table.
Squad Organization
Space Marine Assault Squads follow the same organization as many other squads. Start with 5 marines and upgrade to an optional 10. Standard armament includes a bolt pistol, Astartes chainsword, frag, and krak grenades. The marines do not start with jump packs, but may give one to every member of the squad.
As a matter of course, the sergeant has access to the option pistol and melee weapon lists. Additionally, he may carry a combat shield.
Up to 2 squad members may replace their pistol and chainsword with either a flamer or a paired plasma pistol and Astartes chainsword.
For every 5 men in the squad, one may replace their chainsword with an even bigger chainsword, the evicerator.
Finally, the Space Marine Assault Squad occupies a Fast Attack slot in your force.
Mandatory Jump Packs
Jump packs are a mandatory upgrade for Space Marine Assault squads. While it adds to their points, and even Power Level, jump packs grant a 12″ move, Death from Above, and keywords Fly and Jump Pack.
The utility of a 12″ move should go without saying. Fly improves that move by letting you ignore intervening models and pass right over terrain. You’ll also get to ignore models in during the charge as well, but still have to cope with terrain. Still, the combination gives you great mobility and easier charges.
Keyword Jump Pack opens the Hammer of Wrath Stratagem. For 1 Command Point, each Jump Pack model in Engagement range of a charged unit rolls a D6. Each roll equal to or greater than that unit’s Toughness scores a mortal wound. Ouch!
Lastly, Death From Above is a situationally useful deployment ability. While it lets your Space Marine Assault Squad set up anywhere on the battlefield more than 9″ from an enemy model during the Reinforcement step. Unfortunately, you don’t get to move them that turn. Placing the unit in line of sight to an enemy unit will let you fire during the shooting phase, but 9″ is hard to get during the Charge Phase.
On the other hand, you could place them behind solid terrain to prevent shooting at them. Then exploit Fly to set up a charge. Such a threat will cause your opponent to change their plans for the turn.
Remember pay for your jump packs. Walking to war is criminal!
Assault Marine Weapon Options
Weapon options are limited in assault squads. However, those they have are explicitly chosen for their purpose.
One in 5 of your marines may carry an evicerator. While clumsy, at -1 to hit, it packs Strength 7 and AP -4 when it hits. In addition, the damage increases to 2. Evicerators are a must have weapon when facing tougher creatures and good Save foes.
Two squad members hand in their bolt pistol and Astartes chainsword. In exchange you may either take a flamer or plasma pistol and Astartes chainsword. Both selections have their place
Flamers lose you a few attacks in melee, but they give you an Assault D6 shooting weapon . Combine with a thrown frag grenade and your marines will soften up their target for the charge. They work better on lower Toughness and bad Save targets. However, the shear volume of attacks will get through to many other enemies.
The plasma pistol and Astartes chainsword make a great combination when facing high Toughness and good Save targets, like marines! When you don’t know what opponent your facing, they make a good generalist choice. Plasma pistols on standard profile still possess high Strength and AP. Models still shoot when engaged. Finally, you don’t lose an attack because you have your chainsword.
Sergeant’s Wargear
An Assault Marine sergeant’s one unique piece of wargear is the combat shield. This device provides him with a rare invulnerable save, 5+, but more importantly adds 1 to his armor saves. The point cost isn’t very high, but you’re haven’t picked out other wargear and your squad’s adds up too. As I’ve written before, use Power Level, play Crusade!
Now, pistols and melee weapons. You can read full details at Space Marine Sergeant, Your Force Multiplier for all the combinations. In the meantime, I’m going to talk my preferences.
For my first selection, I would go with twin lightning claws. The Assault Squad box only comes with one. You can find the offhand claw in the Vanguard Veteran Squad box or trade for one.
Second option, equip with plasma pistol and power weapon. I prefer the power sword for the AP. Strength 5 still means I wound on 3+ against Toughness 4 or less. Now, if you’re building Space Wolves, go with the axe. Rule of Cool plus you’re wounding Toughness 5 or less on 3+.
Final option, plasma pistol and thunder hammer. Very high Strength, good AP, and 3 Damage. Downside, too pricey to give to every one of your sergeants.
Other Space Marine Articles
Thank you for joining us for this look at Space Marine Assault Squads
We have other posts dealing with the original Space Marines
Space Marine Tactical Squad
Space Marine Sergeant, Your Force Multiplier
and here’s the start of a linked series of posts for Space Marine Primaris
Space Marine Primaris Beginners Overview
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