Today we will discuss the Troop options of the BA codex
Assault
Marine Squads
The basic
unit that shapes the backbone of almost every BA list, Assault Squads are units
that can be designed to fulfill a multitude of roles, and can be armed to be
effective against almost everything. Personally, I think that AMS are one of
the best troop choices available at any Space Marine codex, because of their
relatively low cost, mobility and flexibility.
An Assault squad can be built in so many ways
that would require an article of its own, to describe in full detail. They most
common forms encountered are:
Jump Pack
Assault Squads. Probably the most
straightforward approach, this unit is almost always composed of 9 marines with 2 special weapons and a
Sergeant . Their basic role is that of an all-around effective melee unit ,
that can pose a threat to any target. Although this unit seems to have lost a
lot of its usefulness, they can still perform excellently when properly supported. Divination and
Priest bubble is the obvious choice, that takes this unit a level above all
other MEQ’s. You should opt to throw
these guys into combat as soon as possible, but they will not respond well to a
reckless player, which means that, in order to get the most out of these 10
guys, the player must have a clear
picture of just how durable this unit is, and how much damage it can cause. They are still marines, which means that they
will succumb to melee specialists and/ or die quickly by the enemy’s firepower.
Their true power lies in their resilience and mobility, rather than raw power. Use that to avoid enemy assaults and reduce as much as possible all forms of incoming fire.
The reason
why JAS have seen a decline in the frequency of their use, is because people
believe that they will get shot to death before they get into combat, then
receive more casualties from overwatch before assaulting, and on top of that,
they would not be as effective in taking out units in melee as they used to.
Let’s see
what JAS have actually lost , and what they have gained in the edition swift:
- Furious Charge, is probably the biggest nerf that BA received, and this affects JAS more than any other unit in the book. Against MEQ, it just increases the amount of damage that RAS are gonna take.
- Random Charge Lengh. Another addition that makes it a harder to get into combat. RCL is not outright bad ( after all, the average 2d6 roll is approx. 7 ), and while Jump packs allow some more control over this, it is a rare occation indeed when JP move is gonna get held back in favor of the assault move.
- FNP. Most people believe that FNP has been nerfed in 6th edition, but I disagree with this claim. FNP no longer occurs on 4+, but instead on 5+, which means that its change of happening has dropped from 50% down to 33%. On the other hand, FNP has now become almost universal, protecting all units from low ap , power weapons and the like. For a melee oriented unit, this is of huge importance. What do most people use nowadays? Plasma guns, aka ap2 rapid fire weapons. And when a unit, let’s say, a tactical squad is firing at a JAS, the plasma is the weapon that is expected to cause casualties. Bolter shots are classified as “ massed firepower”, and although your assault squad will succumb to the volume of shots, they are cheap enough to make this event look negligible. What I am trying to say here is that, FNP is no longer a barrier that halves incoming damage from massed firepower, but instead a universal safeguard that offers a more complete protection. Not to mention how handy it is against power and rending weapons in CC.
- Hammer of Wrath. Another new addition, although not of great importance, as it is a rare occasion indeed, when Jump Packs are not gonna be used for rapid movement, but it is good to have the option to do some additional damage anyway.
- Prescience. Perhaps the ultimate form of supportive buff, this power allows constant rerolls to hit, in both shooting and melee phases. JAS get an incredible boost from this power, as they get more lethal not only in melee , but also in the shooting phase while under it's influence. This effect goes on for the entire game turn, thus allowing many, many dice to be re-rolled! Furthermore, when assaulting fearless hordes, prescience can make the difference and turn the tide of the combat in your favor.
Considering
all of the above, do you still think that 6th has been so hostile to
our basic troop unit? They will still
get to charge very fast, they will probably receive shooting damage for only a
couple of turns before they start their own good work. Overwatch, although somewhat
important, will almost never do enough damage to a JAS ( 3+ save is very reliable ),
and even with In4, what is the worst that can happen? Are you that much afraid
of enemy marines with bolters? Even a GK Strike Squad is not to be feared when
you are the one making the charge.
When it comes to weapon loadouts for a JAS, they should always carry 2 special weapons (
Flamers or meltaguns ), and the Sergeant
should be armed with a power weapon , usually Axe. Many people will say that further points investment makes this squad more effective,
by giving power fists, lightning claws
and/or stormshields to the sergeants , but I would advise you to be somewhat
conservative in this matter. It is better to keep their points cost at a
minimum, and invest those points
elsewhere, in other units that will support your squad, instead of spending
those points on the squad herself.
Aside from
their combat prowess, JAS make very
mobile objective holders. When played successfully, a squad with jump packs
should be thrown into battle early, dish out as much damage as possible to the
enemy, and finally, run to objectives during the final turns of the game.
Razorback
Assault Squad
This unit exchanges most of its
cc potential for a razorback with a heavy weapon on discount. A RAS is almost always composed of 5 guys
with their transport, and the occasional special weapon. They will spend the
majority of the game inside the razorback, in safety, and they don’t need
any support at this role. Their low cost
and high durability make them great overall, but the changes brought by 6th
edition have made them rather lose potential.
Perhaps, the most important hit came from the
new vehicle rules, which mean that mech lists are much less durable. Now that
glancing hits can wreck vehicles and getting a penetrating hit means that your
weapon will almost always be useless ( 50% chance of being useless for 1 turn
and another 35% of being totally gone ),
reduce dramatically the overall performance of the Razorback. Worse yet, 5 marines were never posing a threat to anyone,
but now that they can no longer charge after disembarking from their transport,
while needing to be outside of it for objective claiming, makes them easy prey
for the enemy.
However, although the days of Razorspam are
probably over, when used with moderation, and not as a core of a list, RAS can
still perform well even in competitive levels.
Land raider and drop pod squads will be discussed in the Tactics section of this guide.
Tactical
Squads
The second best troop unit of the BA codex,
tactical squads have seen a rise in popularity in the current metagame. The new
transport rules favor them, rapid fire weapons are much more useful now, and
shooting has become the prevalent source of damage. Their uses and weapon loadouts are indeed
many and varied, and depend on what role is assigned to each squad. Their
points cost is also not that bad, and they get cheap heavy and special weapons.
However, my
personal opinion is that, BA tacticals are outclassed by the majority of the
rest of tactical marines available to other Marine codices. For this reason, I would advise anyone who
design lists with tactical marines, to go for allied units of tacticals. DA
Tacticals, for example are better in every way, and cheaper too, SW Grey
hunters are awesome value for their points, and since you can have access to
them without any drawbacks ( aside from the necessary HQ choice ), why not do
just that?
Of course,
at the end of the day it all comes down to the kind of list you are trying to
build, and If you can spare the points for 3-4 troop units.
Death
Company
Ah….the DC…isn’t it amazing, what can a new
edition do for a unit? I think that, among the units that got boosted by the
new USR, Death company can probably
claim the 1st place. Their most hindering flaw turned into an
incredible boost, and the DC has become a superb lethal weapon ,
completely under the control of the player. What can I say about them? They are
blessed with FNP, FC and relentless, have WS of 5 and can do as many as 5
attacks when charging…most HQ choices don’t get that many attacks you know. And
all that power comes from a model of 20 points. A true bargain indeed.
Still, it saddens me to see that DC have not
taken the BA listbuilding by storm. The reason is quite obvious though, and it
derives from their rather restricted mobility.
Of course,
you can give them Jump packs, but if you were really considering this option,
you wouldn’t be reading an article about “ competitive” gameplay, right? 15
points per JP is insane, and should be avoided at all times ( best reserved for
games of 2.500 points or more ).
As a result, in order to get the most out of the
DC, another transport options should be considered.
Land
raiders are perhaps the best solution, offering several other advantages (
which will be discussed later ), aside from transferring a lethal unit to its
destination. The cost of a land raider, although high, is very much justified
by the rewards given by the DC. So, if you can spare 250+ points , I would really
advise you to go for a Land raider.
Drop Pods.
A more revolutionary approach, the drop pod provides good positioning at
dirt cheap cost. A DC that comes into
play from a DP, will need to survive an enemy turn in order to start dealing
serious damage, which means that they need support ( which can be provided
rather easily by the BA force ), or else they won’t survive long.
DC
Dreadnoughts
Although
completely outclassed by Furiozos in every way,
DC dreads are not that bad. They are cheap and can still hurt horde
armies. Can be put into drop pods and sent to the enemy ( but only as parts of
the second wave, they have become too fragile to withstand the enemy’s full
force reaction ), and help pick up any remains of the enemy, or can be embarked
in Stormravens and being kept in there until late game. Not very much of an awesome unit, but the fact
that they are troops ( aka don’t occupy precious Elites or HS slots ) gives
them some sort of utility.
Scouts
There is not much to be said about scouts.
Their main purpose is objective holding, and they are good at it. Should be
usually considered after you have built the bulk of your list and you have some
leftover points.
I was
planning to add the Mech BA section to this part of the article, but this whole
guide is getting lengthier than I expected.
As a result, Mech BA will be discussed in part 3.
That’s all for
today, thank you for your time.
Stefanos Kapetanakis, out.