The Assault Class
The assault class is the fast attack option of all the classes. The assault’s jump pack means it can cross the most distance in the quickest time, allowing it to rapidly assault enemies and seize objectives. They also excel at hit and run attacks, harrying the enemy and withdrawing before they face any retaliation, only to reappear again. The assault’s strengths lie in its speed, agility, flexibility, close combat prowess and perhaps most of all its ability to ambush. The assault at its best is never seen coming, and its power to ambush is only matched by unscrupulous individuals armed with heavy bolters or melta guns, hiding around corners.
Without the ‘Impenetrable’ perk, the assault is most vulnerable to shooting and is therefore ‘fast but fragile.’ Ideally, you don’t want to give the enemy the chance to shoot you. The jump pack alone, has the capacity to kill, so aim your ground pounds, not simply on top of your enemy, but where you can cut off his avenues for escape and retaliation. Get behind him and you can introduce his supple back to Mr. Chainsword.
You should also use the jump pack to rapidly, rapidly redeploy. This means that if you don’t ground pound as well as you’d have liked to begin with, take to the skies again. The landing stuns, so use that to your advantage. Don’t hesitate to use your non jump pack stun attack either, and running with a shoulder barge can sometimes be effective, though it can leave you open.
The thing about the assault class is that it works on the principle that it surprises and disorients foes, but it can easily disorient itself. It’s far too easy to get into a swinging frenzy while the prey has rolled out of the way, leaving you open to attack. Perks like “Swordsman’s Zeal" negate this by a measure, because you can recover health with each swing, but it’s not a quick fix and requires you to land your hits.
You need to be judicious with your swings. Swinging at air won’t help you, but swinging into a devastator’s soft sides are a guaranteed kill most of the time. This might seem obvious, but it’s very easy to give into Khorne’s whispers and start madly cleaving in the assumption that you’re pressing the ‘I win’ button.
You need to focus on what you’re doing. If a foe is out of your reach, a lunge can often put you back in range, but it can also leave you short of your target, which is exactly what a dev or tac, backing away while shooting will want. Sometimes, it’s better to leave the fight then rapidly re-enter it to regain the advantage, or wait until you can surprise your foe by coming from a different direction.
Picking when to use the jump pack is also essential, because unless you have the “Air Cooled Thrusters’ perk, the recharge rate on the pack can leave you stranded, unable to escape, consolidate ground or simply just dodge away. The idea is not to use it sparingly, as this will limit your effectiveness in itself, but use it effectively. Use it to get behind a target rather than in front of their guns. Use it to dodge out of the way, rather than give yourself a tiny, useless forward nudge (this is a very real concern with the control scheme and pack recharge rate). Use it to disorient your foe rather than react to their moves.