Space Marine Review: Fast Attack: Assault Squad

Space Marine Assault Squad Ultra

Hi everyone, Michael here with a review of a unit that has seen a bit of a resurgence in 7th edition, the Space Marine Assault Squad. For more reviews, analyses and battle reports, check out the Tactics Corner.


Space Marine Assault Squads are supposed to be a Chapter’s most sizeable contingent of assault troops, described as ripping their foe apart into a bloody mulch. In practice though, they are less bloody mulch and more light annoyance. However, the introduction of various Space Marine formations have made them a more effective unit on the battlefield and as a result, you may actually see them on the tabletop these days. The unit consists of 4 Space Marines and a Space Marine Sergeant for 70 pts, with the option to increase the squad size to up to 10 models.



  • Bolt Pistol
  • Chainsword
  • Frag Grenades
  • Krak Grenades
  • The squad can take Jump Packs for 3 pts per model
  • Up to two Marines can replace their Bolt Pistols with Flamers or Plasma Pistols
  • One in 5 Marines can replace their Bolt Pistol and Chainsword with an Eviscerator
  • The Sergeant can be upgraded to a Veteran Sergeant, who may be armed with Melee Weapons, a Grav-pistol, Plasma Pistol, Combat Shield or Meltabombs
  • The unit may take a Drop Pod, Rhino or Razorback as a Dedicated Transport if they do not take Jump Packs

Special Rules:

  • Chapter Tactics
  • Combat Squads



The Space Marine Assault Squad is billed as an assault unit (unsurprisingly!), but is actually quite poor in this role. A five-man assault squad gets 15 attacks on the charge. Against a unit of basic Marines, you will be looking at one or two dead Marines if you get lucky. Against a weaker unit such as a unit of Guardsmen, you are still only looking at 4 or 5 wounds on the charge. The Assault Squad can put out some decent damage on the charge, but will quickly fold against any dedicated assault unit in the game (especially those with access to AP3 weapons).


I actually think the Assault Squad works better in a support role on the battlefield.

A popular build for the Assault Marine unit is to arm them with two Flamers and embark them in a Drop Pod. This is great for clearing light infantry from cover in your opponent’s deployment zone. Equipping the unit with Jump Packs greatly increases their mobility on the battlefield, allowing them to go hunting for remote, weaker enemy units or go after enemy tanks if you equip the Sergeant with Meltabombs and/or take an Eviscerator.


Jump Packs give the Assault Squad access to Deep Strike, increasing their deployment options. If the Jump Packs are used in the assault phase, they boost the combat potential of the Assault Squad, giving them Fleet and Hammer of Wrath. This is assuming you are not using the Jump Pack in the movement phase.

The Evicerator has the benefits of being AP2 and Armourbane, however, it is Unwieldy. However, equipped on a model with one base attack, 25 pts is a very steep price to pay for it. Don’t take Plasma pistols for the unit (or really, any units in the game). For the Sergeant, I would keep the upgrades light, really only Meltabombs for tank hunting. The Combat Shield is going to be a waste most of the time and paying 15 pts for a Grav-pistol is not really effective when there are much better sources of Grav in the Space Marine army.


Chapter Tactics


The Assault Doctrine for the Ultramarines Chapter Tactics will give a great boost to your Assault Squad, giving them re-rolls To Hit and maximising their damage output for one turn.


The White Scars Chapter Tactics are great for providing the Assault Squad with Hit and Run. This will enable them to escape from protracted combats and charge in again for another round of combat.


The Raven Guard Chapter Tactics possibly give the greatest benefits to the Assault Squad. This allows the unit to use their Jump Packs in both the movement and assault phases, essentially giving all Assault Squads armed with Jump Packs Fleet and Hammer of Wrath. They also get to re-roll failed Hammer of Wrath wounds, making it more likely these attacks will kill their opponents.


There are several formations that will help boost the utility of your Assault Squads in the Space Marine army.


The Battle Demi-Company has the option to include a unit of Assault Marines. A great benefit of this formation is that it makes the Assault Squad Objective Secured. This makes it much easier for the unit to claim objectives during the game. If the unit takes a Dedicated Transport, this will also gain Objective Secured and the transport will be free if taken in a dual Battle Demi-Company Gladius Strike Force.


While the Skyhammer Annihilation Force provides great benefits for the Devastator Squads in the formation, the Assault Squads also gain some useful benefits. The rules for the Formation allows the Assault Squad to assault from Deep Striking and allows the squad to use their Jump Packs in the movement and assault phases. In addition, the squad gets to re-roll all failed To Hit and To Wound rolls against any units that have Gone to Ground as a result of the Devastator’s Suppressing Fusillade rule.


Assault Squads can also be taken as part of the Stormlance Battle Demi-Company. The benefits of this formation are that it gives the squad an additional 2D6″ movement in the shooting phase after they shoot. It also gives them re-rolls to hit against units holding an objective in the shooting phase. This makes Assault Squads equipped with Flamers great for clearing out infantry in cover holding an objective, as the Clear and Sweep rule essentially confers Shred to the Flamers. This is a decent bonus for the Assault Squads, but is perhaps better suited to a Bike Squad who can take better special weapons for benefiting from the Clear and Sweep special rules.


Assault Squads can be taken as part of the Pinion Battle Demi-Company. The rules of the formation allow a Scout Squad to lead the Assault Marines on from reserve, even allowing them to Outflank.


The Bladewing Assault Brotherhood features between 2 and 4 Assault Squads (along with a Captain/Chaplain and 1-3 Vanguard Veteran units). The squad must be equipped with Jump Packs, with the special rules allowing the entire formation to “disengage” from the battle (even if locked in close combat) and go back into ongoing reserves. I’m not a big fan of this formation, it is quite expensive and made up of less than optimal units. The deployment rules for the formation are also a bit weird, forcing you to deploy all units in the formation along the same line, though the entire formation gets to arrive on one reserve roll.



The Assault Squad is not one of the best units in the Codex, but they do have their uses in some forces. The use of formations will improved their use in your games, providing some additional benefits.

And as always, Frontline Gaming sells Games Workshop product at up to 25% off of retail, every day!

You can also pick up some cheap models in our Second Hand Shop. Some of these gems are quite rare, sometimes they’re fully painted!



About Michael Corr

An avid 40k player and blogger from Scotland. I started in 3rd edition and have been playing ever since. I detail my adventures in my own blog "St Andrews Wargaming", highlighting my mediocre painting skills, regular battle reports and my occasional random ramblings.

7 Responses to “Space Marine Review: Fast Attack: Assault Squad”

  1. Avatar
    AngryPanda August 29, 2016 3:37 pm #

    Assault Marines sure are a unit that exists.

  2. Avatar
    hillshire August 29, 2016 6:54 pm #

    I have used assault marines quite a bit in a Skyhammer and there’s some good, some ok, and some bad to them.

    TLDR (or however that’s “spelled”): assault marines are better as a threat than as an actual damage dealer but I still have fun with them anyways.

    The good:

    Armed with an Eviscerator and a Melta bomb, they’re pretty good tank hunters. 3 armourbane attacks on the charge has a good chance of taking out a vehicle. Particularly with Ultramarine Assault Doctrines. Then again, I’ve had them locked in combat for multiple turns with a WarConvo Chicken Walker for most of a game. Also, people don’t take many juicy tanks to blow up these days. Your 115 pt assault team just blew up a 35 pt rhino! Yay! Full of marines who are now in rapid fire and assault range! Boooo! But, a few times, they’ve been the hero and took to last HPs off an Imperial Knight. Even though the Eviscerator is ridiculously expensive on a single attack model, I try to get one in anyways. Vanity I suppose.

    They’re actually pretty good at chopping up Warp Spiders and/or ScatBikes if you’ve got a power sword and/or Eviscerator in there. Might take two squads to do it but they’re not jumping away.

    They’re also pretty good at skipping around to objectives so long as there isn’t something ObSec holding it.

    The Bad:
    They’re not really any better than assault scouts when it comes to close combat if you leave out the rather expensive Eviscerator. And the Land Speeder Storm is much more mobile. Can jink too. Plus Heavy Bolter and Missile-thing I always forget to use

    I’ve tried the double flamer thing and had very little success with it. It’s too dangerous to drop them into firing range and they rarely survive long enough to use them later in the game. I’m pretty sure my drop pods killed more models with their storm bolters than the assault marines did with their flamers.

    The Ugly:
    Assault marines die. A lot. And scatter a lot. Sometimes they scatter and then die. You can boost their accuracy via servo skulls and the like but then your just pouring more points into a ho-hum unit.

    Tau pick on them and call them names. Skyhammer assault marines want to charge stuff. But if you drop into assault range, you’re being hit by intercept and then multiple units of Tau shred them with overwatch. So the assault marines have to sulk in the back, hiding from intercept in the hopes that they can do something heroic later in the game.


    They’re not the heavy lifters but they do help me win games. Several times I’ve tabled players because they didn’t think the assault marines could deal enough damage to finish off their deployed units. And sometimes my opponents were right, they couldn’t. But when they pull off that crucial charge and blow up that Vyper or chop up some Warp Spiders, it’s ever so satisfying.

    • Michael Corr
      Michael Corr August 30, 2016 12:01 am #

      Nice analysis Hillshire! They are never likely to win the game on their own like other units in the codex, but they will surprise you at times.

      • Avatar
        Protoman2k August 31, 2016 11:23 am #

        This article makes me miss my 5th edition Blood Angels lists. I used to run 4 10-man Assault Squads with a Sanguinary Priest and Librarian. I still have the 40 Assault Marines, now they are collecting dust unfortunately.

  3. Avatar
    Maeglin August 30, 2016 1:02 pm #

    Here’s an interesting combo for you, Pedro Kantor and Assault Marines, the +1A bonus suddenly makes those 25pt Eviscerators a lot more deadly and efficient. 12″ isn’t too hard achieve either.

    • Avatar
      westrider September 2, 2016 12:58 pm #

      Just remember that it only benefits the specific Models within 12″, not whole Units. Makes it a bit harder to stay in the radius.

Leave a Reply