Stats • Leveling • Weapons • Abilities • Upgrades • Strategy
Assault Squad Infantry |
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Faction | Space Marines | Health | 1200 | Buy | Reinf. | Upkeep | ||
Tier | 1 | Courage | 100 | 500 | 83 | 12.75 | ||
Armor | heavy_infantry | Sight radius | 40 | 50 | 8 | |||
Size | small | Detect radius | 5 | 15 | 5 | |||
XP value | 210 | Speed | 5 | 30 | ||||
Death | +17 | Model count | 3 | |||||
Melee skill | 70 | |||||||
Effective at closing distances quickly. Can be upgraded with a squad leader, stun grenades and anti-vehicle melta bombs. | Data version: 3.18 |
Assault Squads (ASM) are Space Marine jump infantry units equipped with heavy armor, jump packs and close-combat weapons. Their Assault Jump entry provides a good combination of closing the distance and disruption, and they easily butcher any ranged infantry, but they will struggle against other melee specialists in a stand-up fight without use of their special abilities. The grenade upgrades provide added utility, allowing them to support anti-vehicle and anti-garrison actions.
- The most expensive tier 1 unit in the game
- Damage output is medium, but can take ranged fire fairly well, doing nicely in situations where both sides' melee participants are being shot at
- Especially good synergy with the Apothecary
- Facing melee specialists requires ranged support and using abilities