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Space Marine Review: Elites: Centurion Assault Squad

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Ladies and Gents… Scuba Steve here – today I want to quickly talk about a unit that is seldom seen on the table top… but really should be. The little brother of the mighty Centurion Devastator, the Centurion Assault Squad packs a serious punch when it is combined with some savvy tactics and bold play styles. I am going to  outline what it takes to put these bad boys on the table and have them start working for you, immediately – stay tuned.

 

Nobody Ever Uses These Things… Why Should I?

It’s incredibly true, I don’t think I have ever seen a Centurion Assault Squad on the table before… I think it is because the same kit from GW makes both Centurion Devastators AND Assault Centurions, people see all those Grav-cannons and lose their shit – totally understandable, we’ve all been there. I think that it is important to point out that Centurion Devastators with Grav-cannons is definitely a more powerful option when the two units are compared side to side, I’m not trying to say that the Assault Centurions are somehow better – pretty sure the internet would get a hefty case of rabies if I did. However, I can comfortably say that the Assault Centurions are better in particular lists and situations, they fill a hole in your army that Centurion Devastators simply cannot fill and they have more of a dual purpose than a squad of Centurion Devastators, I’ll get into all the details as our discussion moves forward. First, let’s break down the Centurion Assault Squad and analyze their load out and equipment options:

Wargear:

Special Rules:

Options:

 

I’ve Been Playing Centurion Devastators For a Long Time… What Do I Do With These?

Good question… The Centurion Assault Squad plays a great deal different than you standard Centurion Dev. Squad. Having tested the theory and come up with a few lists, I can say that there is one, really strong, way to run Assault Centurions so that they are rather effective… it shouldn’t come as a surprise to you that Drop Pods are one of the most busted transports in the game and they compliment pretty much anything that can be put inside them – Centurion Assault Squads are no different.

 

Shock and Awe Space Marines – Example List (Ultramarines or White Scars)

Combined Arms Detachment

Chaplain w/ Auspex, Combi-Melta

Chaplain w/ Auspex, Combi-Melta

4x Units of Scouts (three have Combi-Melta)

2x Units of Tactical Marines w/ Rhino and Grav-cannon

2x Fast Attack Drop Pods

Stormtalon Gunship

2x Devastator Squad w/ Rhino and 2x Grav-cannon

Formation: Centurion Siegebreaker Cohort

Centurion Assault Squad w/ 3x TL Meltagun, Vet. Sergeant, Omniscope

Centurion Assault Squad w/ 3x TL Meltagun, Vet. Sergeant, Omniscope

Ironclad Dreadnought w/ Drop Pod, 2x Heavy Flamer

 

The great thing about a list like this is the combination of utility, power, and speed. The reason that the Assault Centurions have a really prime spot in a list like this is that your opponent needs to deal with them ASAP, there is no ignoring them the turn they come down because if they wait, even for a turn… they can get assaulted by them and feel the power of Str 10 AP 2 weapons (that strike at initiative) resonate all the way from nasal to rectum – it won’t be pleasant. The great thing about this is that it gives your entire army a full turn to get into position to hit them on the second turn with Grav-cannons and Scout Bolters. This list works effectively as a “one-two” punch.

 

Why Ultramarines and White Scars?

White Scars are incredible almost entirely because of their Hit and Run ability, which is invaluable for a unit that needs to be in assault… or needs to be out of an assault. It gives you the control over when your units are in combat, giving you additional mobility and choice (especially if you get caught up in an assault you don’t want to be in). White Scars are the better of the two choices I’ve presented here. However, there is a really good argument to be made for Ultramarines, the Tactical Doctrine and Assault Doctrine allow re-rolls To Hit in close combat and (if used properly) can swing combat in your favor – this is where you could easily include a unit of Assault Centurions in a Battle Demi-Company, not only does it gain Obective Secured, but getting additional re-rolls are never a bad thing. It is also worth mentioning that both of these Chapters can be selected in a Gladius Strike Force (as can the Siegebreaker Cohort).

But…. I Like Grav-cannons…

Yes… everyone does… At the end of the day, Centurion Devastators with three Grav-cannons and an Omniscope are probably the better choice. It isn’t that the unit of Assault Centurions aren’t good… it’s that very little compares to the raw power of spamming Grav weaponry – due to the re-roll mechanics in the game, Grav is one of the most reliable ways of killing… well… anything. So, why would you ever choose not to include as much of it as you possibly could? Unfortunately, from a power-gaming perspective, there isn’t an answer to that question – Grav will do pretty much anything you need it to and more… That fact will keep the Assault Centurions on the shelf (or probably never even built) until something fundamental in the Space Marine Codex changes.

Verdict

I think there is a place for Assault Centurions, but you have to willing to accept the fact that they aren’t Grav-Devastators and the don’t have the same pants-crapping power that they do in the shooting phase… however, TL Meltaguns and Str 10 AP 2 Attacks are incredibly scary, you just have to be bold with them, shove them up your opponents nose and make them deal with that unit immediately – Assault Centurions are a hyper-aggressive unit that need can really put a damper on your opponent’s day. Give them a try! You might be surprised!

Scuba Steve – Signing Out

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