StormTAG Posted April 14, 2011 Share Posted April 14, 2011 Your basic Strike Squad is an interesting beast. They can carry the highly effective Psycannons or Incinerators. They all have Forceweapons. They all have stormbolters. They have access to Halberds, Hammers and Falchions. They can ride in a Rhino or a Razor Back. They have a neat psychic power in Warp Quake and access to Hammerhand as a staple. On the down side, they're no tougher than normal marines, same WS and A as regular marines. Once the Justicar is gone, it's harder to pull off their psychic powers. All that said and done, it seems to me like the Strike Squad is a shooty squad which can handle itself in melee better than your average tac marines but not anywhere near units of dedicated CC troops. I'm thinking... 10 Greyknights, 2 Psycannons, Justicar w/ MC Daemonhammer and Psybolt w/ Rhino. Mech Squad 10 Greyknights, 2 Psycannons, Justicar w/ MC Daemonhammer and Psybolt. Deepstrike squad They can put some decent firepower into troops and have a half decent chance of popping a Rhino even from the front. They hold ground and don't require a special character to do so. Is there a better way to use this squad? Link to comment https://bolterandchainsword.com/topic/227436-strike-squads/ Share on other sites More sharing options...
spartan249 Posted April 14, 2011 Share Posted April 14, 2011 That's exactly how I'm using my knights. I just park them in cover and shoot what comes near. Link to comment https://bolterandchainsword.com/topic/227436-strike-squads/#findComment-2724600 Share on other sites More sharing options...
BrotherWasted Posted April 14, 2011 Share Posted April 14, 2011 Don't ever be afraid to charge something with 17 Hammerhand attacks (taking into account your Justicar's base 2A and the 2 GK who lose their force weapon for a special weapon). It's a nice way to completely wipe out a full squad of MEQ or small-quad I3 things things like Tau, after thinning them out with shooting. Also remember that Hammerhand works during your opponent's assault phase as well. If you are locked in combat for whatever reason, you can still strike back at S5 with your basic troops. Link to comment https://bolterandchainsword.com/topic/227436-strike-squads/#findComment-2724626 Share on other sites More sharing options...
number6 Posted April 14, 2011 Share Posted April 14, 2011 it seems to me like the Strike Squad is a shooty squad which can handle itself in melee better than your average tac marines but not anywhere near units of dedicated CC troops. And there you have it, the perfect analysis. :D Our Troops are generally superior to just about every other Codex's Troops ... but that doesn't make them "uber", either. There are other ways to build your Strike units than you have to make them effective, but that will depend entirely on their context within an army list as a whole. In a vacuum, outside of a full army list, its impossible to say what the "right" build will be. Link to comment https://bolterandchainsword.com/topic/227436-strike-squads/#findComment-2724649 Share on other sites More sharing options...
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