Iconic Pistol/sword Assault Marine - Does anyone play one?

By Hehateme, in Deathwatch

Heya guys,

I always see pictures of Space Marines with the bolt pistol in one hand and chainsword in the other. I consider the pistol/sword combo Assault Marine to be an iconic Space Marine image. However, the rules seem to make that gear loadout a very sub-optimal choice for an Assault Marine. Ballistic Skill is just way too expensive, and having to purchase the Two-Weapon Wielder talent twice seems very expensive too.

It seems like every AM character I hear about goes for the double melee weapon option. So out of curiosity, does anyone out there actually play Assault Marines who go pistol/melee weapon? If so, I'd love to hear how it's working for you. Is it as sub-optimal as it seems, or is it actually awesome?

Thanks!

I'd argue that it's far from sub-optimal, in fact i really dislike looking at roleplaygames from such a mechanical, stats based perspective id expect more from an mmo

. I've played assault marines before and have nearly always gone for the standard bolt pistol and chainsword combination as it gives you the ability to shoot out to a nice enough range, and still get multiple attacks in melee. The extra attack you get in melee from having an off-hand weapon just isn't worth it untill you have higher end gear in my mind, as you sacrifice your ability to fire at range. I mean it's not like the devastator can't take melee weapons if he wants a heavy weapon, so why sacrifice your only ranged options as an assault?

It's more expensive, yes, but you're paying for increased versatility. The actual cost-benefit ratio depends on the particular campaign and your taste, but it's not objectively a waste of time.

Sub-optimal?

Come on, its an RPG. I take my BA assault marine's chainsword everywhere. I took flesh tearer early along with frenzy (only used it twice so far) to match my Blood Angel's background. On top of that I even named my character's chainsword to make it more important than just another chainsword. On top of that I have stated the chainsword is an old weapon in the Blood Angels armoury, that for particularly worthy kills the name of the enemy is inscribed upon the weapon. So far Foerender has claimed the lives of 2 aspiring champions of chaos, a plague marine, and a Tyranid warrior (all other kills either from ranged, special weapon, didn't get the killing blow, or to much help from brothers).

If I were to ever loose Foerender, or it broke, I would make it a point to find or fix it.

When playing an RPG you should play your character, not the math behind the game mechanics.

Thanks for the replies guys, but I think there's been a misunderstanding. I'm a GM not a player, so I'm not looking for character advice. I was asking if ppl play the iconic pistol/sword Assault Marines because it seemed to me like every single thread topic about Assault Marines only discusses characters wielding two melee weapons as their combat style, which is the style the AM player in my group uses.

That made me curious if there were ppl out there who played AMs with any combat style other than two melee weapons. Like the pistol/melee weapon combat style, or even two ranged weapons?

Thanks!

I had a similar concern about the ionic weapons not being appealing in-game, but from the opposite direction: when one of my players was planning his Assault Marine, he looked at the weapon stats and said "You'd have to be an idiot not to take two pistols instead of a chainsword". I'm hoping the Errata'd weapon stats make the classic combo more viable.

I would view it like this...The Chainsword Bolt pistol combo is standard issue to assault Marines. But leaders will often start to carry power weapons, duel lightning claws, power fists, power swords, power axes, plasma pistols and other additional chapter weapons of honor. It is the elite Leader of the unit that goes for the out of the standard gear. Deathwatch each player is an above the crust Marine, so it is not unusual for a DW Assault Marine to use those non iconic combos. Yes, you absolutely can and should have an attachment to gear your character has been using for a long time, that character should know the history of the weapon and all of the fallen battle brothers who used it before him, and what they used it to kill and how it ended in his hands to be honored.

SO in short, while the other items have higher attack stats, it is about the character driven elements to make the chainsword/bolt pistol worth holding on to. Or Role play it out that he was given the great honor to use whatever new war gear he is issued.

I play a Ultramrines AM and I only stopped using bolt pistol/powersword combo when I got my relic blade =D

My players have two assault marines: Death Spectre went for two power swords in last mission (log is not up, 'cause the mission is still ongoing), but Carcharodon Astra still swears by the tried and true bolt pistol and chainsword.

Why restrict yourself to just two weapons? I vote for three bolt pistols, a bolter, chainsword, heavy bolter, a dozen grenades, six demo charges, and a spork.* Then you upgrade from there.

(Or the Holy Foon if you're a Goat.)

namesrever said:

Why restrict yourself to just two weapons? I vote for three bolt pistols, a bolter, chainsword, heavy bolter, a dozen grenades, six demo charges, and a spork.* Then you upgrade from there.

(Or the Holy Foon if you're a Goat.)

Makes sense. 3 Bolt Pistols because Quick Draw is faster than reloading. Chainsword goes with it. Bolter for long range attacks, heavy bolter in the rhino because just in case, dozen grenades or so you carry around anyway most of the time, six demo charges if you know how to use them and the spork... personal call. gran_risa.gif

Alex

Polaria said:

My players have two assault marines: Death Spectre went for two power swords in last mission (log is not up, 'cause the mission is still ongoing), but Carcharodon Astra still swears by the tried and true bolt pistol and chainsword.

Cool chapter choices!

For tough opponents usually a pair of lightning claws, for hordes its melee weapon and hand flamer all the way, the hand flamer does better than most melee weapons against hordes.

Hidaowin said:

For tough opponents usually a pair of lightning claws, for hordes its melee weapon and hand flamer all the way, the hand flamer does better than most melee weapons against hordes.

Speaking of the hand flamer, I wonder if the intention is for Tyranids to be immune to all Flame weapons. I don't run it that way, and I'm not aware of any fluff that supports it, but the book specifically states that they're immune to heat, among other things. Given that flamers do their damage through heat, it would only seem to follow.

With Resistance and Immunity to Heat or Cold I think they mean weather extremes, such as the arctic or a desert. Not being immune to flamers, plasma, melta, walking on the sun or being frozen solid and such. :)

Redemption NL said:

With Resistance and Immunity to Heat or Cold I think they mean weather extremes, such as the arctic or a desert. Not being immune to flamers, plasma, melta, walking on the sun or being frozen solid and such. :)

I get that and that's how I've treated it, though I can't recall if such weather extremes are even mentioned in the DW book. They could have worded it a bit better, though, since heat is heat and technically applies to a lot of things.

Brand said:

Redemption NL said:

With Resistance and Immunity to Heat or Cold I think they mean weather extremes, such as the arctic or a desert. Not being immune to flamers, plasma, melta, walking on the sun or being frozen solid and such. :)

I get that and that's how I've treated it, though I can't recall if such weather extremes are even mentioned in the DW book. They could have worded it a bit better, though, since heat is heat and technically applies to a lot of things.

Amoungst other things I think it's supposed to reflect that they can operate in the extreme heat and colds you experience in space, amongst others.

I don't think this is supposed to extend to actual flame weapons though, although in the DH forum it was suggested that maybe resist heat increases toughness bonuses against flame weapons. I've not seen anything past implications.

Seeing as Flame weapons are resisted purely with agility, i don't see how a hardy resistance to extreme temperatures would come into play.

Almost no flamers are just normal oxygen fires, they are usually chemically fuelled at which point i would definitely rule that Resistances don't come into it.

I mean look at it this way - there are carnies and extreme people who work with fire regularly and build up a resistance to the heat of it, or don't flinch at being on fire, but that is normal fire. Put napalm on these people and they'll scream like any other!