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Tactical Squad load out


Furioso72001

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Fists and meltaguns go together well, as they're both good anti-armour weapons. If you can immobilise it with your meltagun in the shooting phase, you'll hit automatically with your fist when you assault.

 

Flamers and power-weapons work well together as anti-infantry weapons, as you're striking at Initiative. Having the combi-flamer should allow you to get a good dose of burny death in before you assault and mash them with your fist, but watch out for anything hitting you fast and potentially killing you before you get swinging with your power-fist.

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powerfist, combi-plasma
if you shoot the combi, it stops you assaulting? Why not take a pistol?

First, I hate plasma pistols.

 

Second, this squad is really supposed to sit back and shoot. If I need to assault, I can't fire any of the plasma, so I'll leave the assaulting to the RASs flying around.

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I have 2 Favourite Load outs...

 

Powerfist/Combi-Melta/Melta/ML or MM. (Great for Combat Squadding with close combat support and anti-vehicle potential) or

 

Powerfist/Plasma Gun/ ML or MM. (Great for holding objectives and giving fire support)

 

Both units recieve a Rhino too.

 

I do not often use a Lascannon with the 2nd unit as i find it costs too much these days and other units can carry mobile anti-tank weaponry. I also like to start my marines in their vehicles and use the Fire Points to shoot from. I do like James I's suggestion of a combi-plasma with PF/Plasma/Plasma Cannon. Very anti-infantry/MC, I would probably drop the PC and go for MM as it is cheaper and the 2 plasma guns probably mean that rapid fire will be the order of the day at some point in the game, most likely negating the option to use the heavy weapon. Therefore I would probably keep it cheap. Still interesting to see how it goes.

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Second, this squad is really supposed to sit back and shoot. If I need to assault, I can't fire any of the plasma, so I'll leave the assaulting to the RASs flying around.
Fair 'nuff, but why spend the points on a fist then?

 

I still can't see how the all the weapons in the unit(s) work - forgive me if I'm being stoopid, it has happened before :D

 

Is this a drive-up, get out, shoot the plasma guns, then next turn shoot the cannon?

Or combat squad, but you cant shoot the combi and the fist?

 

Sorry James, I'm not trying to be argumentative, I'm just not getting how this hangs together at all

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powerfist, combi-plasma
if you shoot the combi, it stops you assaulting? Why not take a pistol?

 

Sorry about another post but I am going to second James here on the PP. I find that PPs are overpriced, one hit wonders. Never use them and I think the purpose of the Tactical is to support RASs and other assault elements as they assault or hold objectives and lend fire support. This kinds negates the PP.

 

In my experience with my plasma load out the fist is there to add CC effectiveness in the case of DPodding, Infiltrating, outflanking etc units. Certainly saved me more times than I would care to count. For instance against inflitrating orks...Boss SNikrot or whatever he is called. I would rather assault him and his chumps as opposed to rapidfiring. I find pistol and assault with the fist is enough to clear them out

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Not a Tactical Squad fan, but on the occasion that I do take them it's usually a single unit of 10 with a meltagun, missile launcher and power fist on the Sergeant. The squad also picks up a Rhino with extra armor. Mostly they just hang back and take potshots out of the Rhino's fire point with their missile launcher until they're needed elsewhere or a huge infantry unit comes knocking on the door in which case they'll disembark and rapid fire their bolters.
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Second, this squad is really supposed to sit back and shoot. If I need to assault, I can't fire any of the plasma, so I'll leave the assaulting to the RASs flying around.
Fair 'nuff, but why spend the points on a fist then?

 

I still can't see how the all the weapons in the unit(s) work - forgive me if I'm being stoopid, it has happened before ;)

 

Is this a drive-up, get out, shoot the plasma guns, then next turn shoot the cannon?

Or combat squad, but you cant shoot the combi and the fist?

 

Sorry James, I'm not trying to be argumentative, I'm just not getting how this hangs together at all

Basically the squad wants to be ready for when it gets into combat. Some games it will sit back and blast away with plasma and never see combat. Other games it will move up, fire 4 plasma shots into the enemy and risk being charged. The fist helps then. Rather than a combi-Plasma, I would consider a stormbolter for the sergeant, its cheaper, but there are times you just need those 2 plasma shots. Honestly, I'm not sure the combi-plasma is worth the points and I may drop it if I find somewhere else to spend the points.

 

I find if I give a tactical squad flamers/metlas, I play then very aggerssive and always end up wishing I had an assault squad instead. If I go with plasma squads, I can play them less aggressive, be able to hold objectives and blast away, but the fist enables them to get up into the combat if needed.

 

I know Morticon was using the same unit at the tournament he's at this weekend, perhaps he can come along and give some opinions on it.

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Yo! Jazz- yeah Im with James regarding the fists. Fists in tacs almost always. Unless im def. combat squadding them to get corbs into a ride.

 

Ive said it in a few different places, but I prefer my tacticals to be..well tactical. I like the flexibility the lascannon, flamer and fist gives me. This tourney I played in on the weekend, the meltas (instead of the flamers) paid off, but there were a few occasions where I would have liked a flamer- however, there were no times where the fist was wasted.

 

In a nutshell, my tacticals can do anything and everything. Jack of all trades, master of none for sure. But thats where the rest of the army comes into play.

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I have tried a few different configurations, and have had the most success with a 10-man squad w/ Flamer, Missile Launcher, Sgt w/ Power Fist and Stormbolter, in a Rhino w/ a searchlight (for dawn of war games, to help my Rifleman Dread and Baal Preds get their shots in). I use one of these squads (or sometimes two at higher points levels) to hold objectives and support my RAS. They are great at shooting up things the RAS would prefer not to charge (lots of nid, ork, dark eldar, or eldar units especially), or to at least weaken something nasty before the RAS do charge it. They play a great supporting role with RAS.

 

I put all of my melta in my RAS, which is far more effective since you can fit in two or three melta weapons in the squad - so why bother putting a single melta in a tac squad? It is a huge waste to have an approximate 250 point unit fire one shot and miss (sure, you can use a combi-melta on the sgt to make it two, but I would prefer consistent melta to a one-shot wonder, and only take combi-weapons in my CSM lists, where they are half-price and you can pack a bunch in for a true alpha strike). I think they are far more effective when you give them a flamer, which pairs well with rapid firing bolters to take down large swathes of light infantry, allows you to dig units out of cover, and still leaves the option to flame/shoot pistols and charge to support a charging RAS. And when flaming marines, if you can get 5 or 6 dudes under the template then it is just as effective as a melta gun at killing power armor. I have tried the plasma, which was good for helping taking down MC's/termies/FNP infantry, hitting side/rear armor on tanks, or providing fire at a distance while sitting on an objective. But I have enough melta in the rest of my list to not need really plasma for those roles, the plasma can't be used if you want to charge - and I would prefer to have a special weapon I can use in conjunction with a charge, and the flamer consistently fills a niche I do not have elsewhere in my lists.

 

The stormbolter for the sgt is super cheap and helps a little bit with fire support, and the power fist always comes in handy. I might prefer a power weapon on the sgt if I was going to consistently combat squad them, but I would definitely miss it if I was not combat squading. And I already talked about the combi-weapon on the sgt above - I don't prefer it.

 

The Missile Launcher is a very versatile and cheap anti-tank and anti-infantry weapon, and has served me well. I have used it to kill a lot of transports, and sometimes to frag infantry. The Lascannon and Plasma Cannons are good choices, too, but are more expensive and less versatile than the ML, and I prefer to use them in pairs in my Devastator Squads where I can get the most out of them (Dev Squad w/ two LC's and two PC's, combat squaded). The heavy weapon in a tac squad is an opportunity weapon, not a dedicated fire support weapon like they are with Devs (sure you pay more points, but you do so because they will be firing every turn, and so have a very dedicated role, thus warranting the points). I don't think the Multimelta or Heavy Bolter are really worth it for tacs. I only use Multimeltas on vehicles, since all melta really needs to be a mobile weapon to make sure you get into melta range - it is just too short ranged for a stand and shoot AT weapon. And the frag missile is not that much less effective than the heavy bolter against infantry.

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