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Tactical Squad setups


Koremu

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I've noticed a worrying tendency of Space Marine lists posted to contain very boring and repetitive Tactical Squad setups, so I thought I'd start a thread for suggestions about your personal favourite squad setups.

 

I'll start with 2 of mine;

 

Flamer, Plasma Cannon, Sergeant with Power Weapon and Melta Bombs, Rhino with added Storm Bolter

 

This squad is designed to follow my hard-hitting Command Squad about and provide support. Deployed as combat squads, the forward squad provides close support firepower and either makes up numbers in assault vs. hordes, or forms gun line and covers the Command Squad. The follower squad covers threatened flanks and watches for light vehicles.

 

 

 

Meltagun, Heavy Bolter, Sergeant with Combi-Melta and Power Fist, Rhino

 

Forward Combat squad is a deadly short range tank hunter unit, and isn't bad at assaulting small units either. Follower squad is straightforward - they are there to clear the forward teams way to the enemy armour of hostile infantry.

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Plasma gun, Multimelta, Serg with powerfist, rhino w/extra SB.

 

I use this squad as a 10 man squad, no combat squading. I ride them up to a forward position, ditch them in some cover and either suck enemy fire or go tank/MC hunting. typically people put their powerful stuff forward, i.e. wraithlords, carnifexs, etc. I make sure to use these guys aggressively. normally my opponents get scared at the idea of a multimelta that close to their lines and will just dump fire into this squad. last game i played, i had a thousand sons enemy focus his entire army on killing this one squad in a turn. Little pricey at 240 w/rhino, but is a big difference maker.

 

Otherwise i run the tried and true ML flamer combat squads. It's just too good and too flexible not to.

Since I'm Chaos I get a little more flexibility in how I equip my basic Marines, that being said here is what I'd do if I was a Loyalist.

 

Choice 1

10 Marines, Missile Launcher, Plasmagun, Razorback w/ Heavy Bolter

(combat squad the unit into 2. Plasmagunner goes into Razorback to make a deadly rapid fire squad, Missile Launcher hangs back and provides fire support)

 

Choice 2

10 Marines, Multi-Melta, Meltagun, Power Fist Sarge, Rhino

(hop into Rhino and race towards enemy tanks or MCs. If you're within 6" shoot then charge it, if not, stand and fire Multi-Melta)

I use two Tacs w/ Plasma Rifles and Cannons for the range and two Tacs w/ Meltaguns, Multi-meltas, Sarge w/ Power Fist and naked Rhinos. Gives me two solid units I can leave on objectives and two solid units I can push into enemy territory. Each has back up, of course, but they provide the meat of my armies.

Tactical Marines are the cogs that make a Space Marine Army work in my opinion, but rarely the upfront heroes. They are essential to provide some semblance of numbers and backup to another units actions. This is why I started the thread - because people just copy-pasting 'Tactical Squad, Flamer, Missile Launcher' into an army list 3 times are missing the point a bit, and not taking advantage of the support opportunities Tactical Marines represent.

 

Oh, one trick with my tank hunting meltagun unit above - Rhinos have the roof hatch which allows 2 units to fire if the tank is moving 6 inches or less. I have used this to drive-by tanks with 2 Meltagun rounds because the tank had discounted the Rhino as a threat.

So you can fire heavy weapons out the roof hatches when moving? Thats the sort of thing I need to learn.

 

I think my next purchase will be a Dev box for the heavy weapons options. I'm hoping to use magnets so I can change loadouts. All the suggestions in here are great!

 

Would flamer/heavy bolter be the best loadout facing off against horde armies? What would you give the Sgt f you were fighting orks?

So you can fire heavy weapons out the roof hatches when moving? Thats the sort of thing I need to learn.

 

I think my next purchase will be a Dev box for the heavy weapons options. I'm hoping to use magnets so I can change loadouts. All the suggestions in here are great!

 

Would flamer/heavy bolter be the best loadout facing off against horde armies? What would you give the Sgt f you were fighting orks?

 

No, not the Multi-Melta. The Sergeant has a Combi-Melta. You can't (sadly) use Heavy weapons from a moving vehicles fire port ;)

 

 

Personally, vs. Orks I like Flamer & Plasma Cannon. As I said in the OP, I use a squad armed like this as a support section to my Captain and Command Squad. The Blast Marker on the Plasma Cannon makes for highly effective anti-ork fire.

 

For the Sergeant, vs. a horde-type Army like Orks, you ideally want to maximise the number of attacks you'll be getting at a high initiative, so using 2 CCW (usually Pistol/H2H). This is because even the most tooled up Command Unit will get swamped by weight of numbers against a large unit of Orks.

 

Depending on how much you want to spend, anything from Bolt Pistol/Chainsword up to Plasma Pistol/Power Weapon works for this. Providing you're supporting something that can deal with a Dred or Kan, you shouldn't have any trouble. If you do need to tool the combat squad up for walker-killing duty, Power Fist/Combi-Weapon or /Storm Bolter work - otherwise you can just stick with Melta Bombs to deal with conventional vehicles, fortifications and buildings.

 

As I say above, I use Bolt Pistol/Power Sword with Melta Bombs. It's reasonably cheap, while decently effective. I don't have to worry about Dreds and Kans because the nearby Command Squad can eat them for breakfast.

I tend to use my Tac Squads as Fixed Firebases or the Anvil.

 

to keep their point cost low (everything else goes into Assault Squads) I run with a Missle launcher + Plasma Gun.

The flexibility of Frag/krak missles is useful + the more reliable anti-armor abilities of the Plasma gun.

I would be frustrated with the Flamer/Missile Launcher Variant for 3 Reasons

1) It comes with AOBR and came with Battle for Maccrage which everyone has or had

2) It comes in the Tactical Squad Box

3) It is a very versatile combo and is free so no extra money or points= more money/points on elite units/characters/fluffy stuff

 

I go with 3 Tactical Squads at 1000 pts. While this does take up a large chunk of points it gives e 5 scoring units

Tactical Squad One- The Standard Flamer+Missile Launcher+Power Weapon and Razorback- 235 Pts. character retinue

Tactical Squad Two- Plasma Gun+Lascannon+Plasma Pistol on Foot- 210 Pts. Solid Ranged Unit

Tactical Squad Three Melta+Multi-Melta+Combi-Melta and Rhino- 250 Nice Mobile Anti-Tank

flamer, plasmacannon, powerfist, rhino - versatile anti-infantry squad

meltagun, multimelta, rhino - usually split into combat squads. Multimelta stands on objective (in cover), meltagun in rhino moves forward. If you have points, you can give combimelta to sergeant.

I generally use them in one of the following setups:

Special weapons: Plasma gun, Plasma Cannon/Missile Launcher

Sergeant options: Powerweapon or -fist

Transport: Rhino

 

Special weapons: Multi-Melta, Melta gun

Sergeant options: Powerfist

Transport: Rhino

Combatsquadded for your pleasure

 

The first option has my preference and will usually form the bulk of my troop choices. I'm not that fond of using a Lascannon + Plasma gun combo as those will usually hang in the back firing a single Lascannon shot at a tank or high strength unit, 175+ points for a single str 9 shot just isn't worth it in my opinion. I'd rather take two Dreadnoughts or a Predator with twinlinked Lascannons for that job.

I'm surprised that so many people are pairing the Meltagun and Multi-Melta together. When I tried it, I found that the Multi-Melta didn't make much of an impact, and the loss of the Bolter Marine and Heavy Bolter Support made it harder to clear nearby infantry. By the time the Multi-Melta was set to fire, most targets were either dead or fleeing at top speed.

 

I've found that Multi-Melta and Plasma Gun can work really well together for a close range support and holding unit though.

I'm surprised that so many people are pairing the Meltagun and Multi-Melta together. When I tried it, I found that the Multi-Melta didn't make much of an impact, and the loss of the Bolter Marine and Heavy Bolter Support made it harder to clear nearby infantry. By the time the Multi-Melta was set to fire, most targets were either dead or fleeing at top speed.

 

I've found that Multi-Melta and Plasma Gun can work really well together for a close range support and holding unit though.

 

 

The multi-melta in my Rhino squads is basically a freebie. I rarely sit still to use it unless I'm already in range with the Melta gun and am just gunning something down. The loss of one bolt for the possibility of rolling two melta shots is worth it to me.

 

The heavy bolter is something I've considered swapping into the same place as well.

The core of my force is:

 

Tac x 10 Lascannon, Meltagun, Powerfist, Combi-Melta with Razorback + LCTLPG

 

Tac x 10 Plasma Cannon, Plasmagun, Combi-Plasma with RB + LCTLPG

 

Tac x 10 Plasma Cannon, Meltagun, Powerfist, RB + LCTLPG + SB

 

I use Sicarious, who will ride with a forward combat squad in one of the RB's, and gives Tank hunters to the first choice to have a Str 10 LC, Str 9 Powerfist, and Str 8 Melta's vs vehicles. Alternatively, I've used him to give Scout to the third squad, allowing me to get a PC into better position, and Outflank with a RB with Meltagun/PF. The other two squads are Anti-Infantry, I used to use a flamer for the third choice, but now my assault squad carries two flamers, and I find walking flamers are too slow. The Meltagun is a risk-free way to insta-burn a Nob or crack a vehicle. Squad 2 is all about shooting, so no CC upgrades.

 

Most people choose repetitive squads for redundancy. Not only do you have less chance of an enemy picking out his least favorite weapons to eliminate, but you have less rules to remember. I like the diversity because I like having tools for any job I need to do, and I don't like redundancy. Half the challenge is figuring out alternate ways to do things when plans start going to hell.

 

My setup here is definitely one that people have talked about being troop heavy, as this whole thing rings in at over 1000 points with Sicarious, but it hasn't let me down yet, and I find the sheer confusion factor of my opponents give me extra initiative (I fully paint and WYSIWYG all my models, so its not like they can't see for themselves).

 

The Razorback with Lascannon and Twin Linked Plasmagun is just awesome, and in my opinion, worth spamming for redundancy. Each one can be anti-tank, or anti-heavy infantry with ease, having three will make your mechanized opponents very wary. When I scale up to 2250, Sicarious gets a command squad, also in RB + LCTLPG, which is a bucket of light-armor beat.

I'm surprised that so many people are pairing the Meltagun and Multi-Melta together. When I tried it, I found that the Multi-Melta didn't make much of an impact, and the loss of the Bolter Marine and Heavy Bolter Support made it harder to clear nearby infantry. By the time the Multi-Melta was set to fire, most targets were either dead or fleeing at top speed.

 

I've found that Multi-Melta and Plasma Gun can work really well together for a close range support and holding unit though.

 

 

The multi-melta in my Rhino squads is basically a freebie. I rarely sit still to use it unless I'm already in range with the Melta gun and am just gunning something down. The loss of one bolt for the possibility of rolling two melta shots is worth it to me.

 

The heavy bolter is something I've considered swapping into the same place as well.

 

Basically the same for the squad I posted. I think of the Multi-Melta as a backup to Meltaguns/Power Fists.

 

If you see a juicy target but its outside of 6" you wouldn't get the bonus for the Meltagun anyway and you couldn't charge it with the Power Fist. Between 6" and 12" though you could fire your Multi-Melta and get the bonus and even out to 24" you are firing a S8 AP1 weapon, thats enough to kill a Land Raider (about 2% of the time though)

I too will probably end up buying another dev squad as well as a command squad just so I can build a couple of extra guys to make my squads a little more flexible. For instance, there may be a time when I want to swap out the MM for a HB in my line breaker tac squad. Also, I may end up revisiting Sicarius now that he's been mentioned above. He was the first character I used from the new dex and he seemed decent then...

 

Perhaps I'll give him another go.

I usally give my Sgt's Storm Bolters to go with there PF/PW. I like the extra range when shooting from the fire points of the APC.

Kantor + Sgt in a Rhino/Razorback with extra SB is a lot of firepower.

 

I want to try the Plasma Cannon but usually end up with LC or ML as those are the models I have.

I'm not very fond myself of using the Lascannon is tactical squads. It costs too much, both in points and in the cost of having the rest of the squad standing about looking pretty. Most of my tank hunting is done at short range.

 

If you see a juicy target but its outside of 6" you wouldn't get the bonus for the Meltagun anyway and you couldn't charge it with the Power Fist. Between 6" and 12" though you could fire your Multi-Melta and get the bonus and even out to 24" you are firing a S8 AP1 weapon, thats enough to kill a Land Raider (about 2% of the time though)

 

I'm really not sure where you're going with this. If you are inside 12" at the start of the turn, you can get with 6" and fire, and then assault if the meltagun round fails to kill the target. If you're beyond 12", a Multi-Melta isn't going to help much against anything with significant armour, being a 1/36 chance vs. A14 and 1/12 vs. A13.

 

You're much better off with the ability to assault and make use of the Power Fist, Melta Bombs and Krak Grenades than you are stacking a heavy weapon into the squad, in my opinion, and also better off having a heavy weapon in the second combat squad. Heavy weapons in the forward squad interferes with assaulting, which is a primary benefit of the Meltagun/Anti-Vehicle Sergeant setup.

 

 

Now, how I like using Multi-Meltas is pairing them with a Plasma Gun. Hole a squad like this up in a building or ruin and you create a 'dead' area around it. With the correct support, this unit can spend the entire game making peoples lives a righteous misery, especially if they overlook another squad sitting on an objective. Wait for the enemy attack, combat tactics the holding squad out if necessary, then blaze away with the full force of the unit.

I'm really not sure where you're going with this. If you are inside 12" at the start of the turn, you can get with 6" and fire, and then assault if the meltagun round fails to kill the target. If you're beyond 12", a Multi-Melta isn't going to help much against anything with significant armour, being a 1/36 chance vs. A14 and 1/12 vs. A13.

 

Now, how I like using Multi-Meltas is pairing them with a Plasma Gun. Hole a squad like this up in a building or ruin and you create a 'dead' area around it. With the correct support, this unit can spend the entire game making peoples lives a righteous misery, especially if they overlook another squad sitting on an objective. Wait for the enemy attack, combat tactics the holding squad out if necessary, then blaze away with the full force of the unit.

 

Don't get me wrong, I am NOT saying that the Multi-Melta should be used normally, it exists entirely as a "what if" weapon. I'll gladly lose 1 Bolter to have the option it brings. People often say "well just bring a Missile Launcher for the same reason" and my response is that the Multi-Melta brings the same S and superior AP. Not even counting the +D6, its still a better weapon to use against Terminators, MCs and other 2+ save units or armor due to the AP1.

 

The Plasmagun/Multi-Melta is another good combination, though the role isn't so much about tank busting. Basically it creates that 24" "deadzone" with all your weapons being able to fire or fire at 12' with even more firepower.

Don't get me wrong, I am NOT saying that the Multi-Melta should be used normally, it exists entirely as a "what if" weapon. I'll gladly lose 1 Bolter to have the option it brings. People often say "well just bring a Missile Launcher for the same reason" and my response is that the Multi-Melta brings the same S and superior AP. Not even counting the +D6, its still a better weapon to use against Terminators, MCs and other 2+ save units or armor due to the AP1.

 

I'll grant you that much, but my reasoning is that it's not a bolter you've 'lost', but a different heavy weapon for your secondary combat squad. Any of the heavy weapons, plus 4 bolters, in the secondary combat squad is a better deal in my books because your 'what if' scenario is a very rare occurance in my experience - and usually means I either screwed up or my Rhino got wasted.

 

In addition, I'd much rather have an additional sacrificial bolter marine in the forward combat squad to keep my expensive Sergeant and Specialist alive for that much longer.

That's the point you're missing, here. He's saying he is keeping this squad together as a 10-man squad. He isn't combat squading them. I use this same load out the same way he does and I don't combat squad it either. In that respect, it's a great squad.

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