joeshmoe Posted June 21, 2009 Share Posted June 21, 2009 So, it seems... alot of people are doing the 10 man tactical w/ Razorback deployment thing. I am new, so i really dont have it crystal clear. Do you guys start w/ deploying your tactical squad in the Razorback, then on your first turn, drop the heavy/special weapons guys off right away to defend your objective, and dive then drive the rest (bolter and sarg guys) toward opposite objective?...is that the general idea? Link to comment https://bolterandchainsword.com/topic/171580-tactics-for-razorback-tactical-squads/ Share on other sites More sharing options...
brakkar Posted June 22, 2009 Share Posted June 22, 2009 Actually since a razorback can only carry 6 personnel, have to start out with the squads seperate if i play combat squads i start out with ml and 4 bolter guys back and sgt with 3 bolters and meltagunor flamer in razorback. Link to comment https://bolterandchainsword.com/topic/171580-tactics-for-razorback-tactical-squads/#findComment-2028196 Share on other sites More sharing options...
Vel'Cona Posted June 24, 2009 Share Posted June 24, 2009 Hmm I find your question somewhat confusing. From my understanding, the only way to utilize the transport capacity on a RB in a Tactical Squad is to Combat Squad them into five man units. This is generally a bad idea for most games requiring scoring units, as there are several articles (mostly Killhammer) basically addressing the ease with which an opponent can neutralize small squads. Even in non-scoring unit based games, a 10 man unit is still normally the better approach. The concept behind taking a RB for a 10 man unit but not starting out with the squad inside it is rather simple, actually: it's a firebase. The Twin-Linked HB RB is the cheapest way to get a HB in C:SM (other than an Attack Bike, which isn't Twin-Linked and soaks Fast Attack slots) which makes it a very efficient and mobile firebase. It also has other advantages, such a being able to do everything annoying that a Rhino can do (screening infantry on the advance, like Assault Marines; blocking lanes of movement with armored corpses; Tank Shock) for only a cost of five more points. And, you can still transport depleted squads with it later in the game (I've done this at least twice recently to snag objectives from a weakened opponent in turn 5+). Link to comment https://bolterandchainsword.com/topic/171580-tactics-for-razorback-tactical-squads/#findComment-2030485 Share on other sites More sharing options...
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