ImperialGuardian Posted January 3, 2012 Share Posted January 3, 2012 I really have trouble finding a spot to put a power armored captain/HQ in an army list. (Keep in mind my drop pod is only half put together) I was wondering what your guys thoughts were on the 9 man tactical squad with HQ load out. This is a very broad question so I would like to break it down into 3 point tiers... How good would this be in 750 pts games? How good would this be in 1000 pts games? How good would this be in 1250+ pts games? I tried it out in my 750 pts list and it seemed like a great way to deal with the difficulty of finding a spot for my HQ. I actually liked it better than the Razorback + 5 man squad because the tactical squad was not simply useless. The weapons I used were: (140 + 234 points) Captain w/ combi plasma + relic blade Sargent w/ power fist + combi flamer 8 bolter squad 1 Rhino w/ hunter killer For reference the rest of my army was: (100 pts) 5 man scout snipers + rocket launcher + camo (140 pts) Rifleman dread with extra armor to fill in the points (135 pts) Vindicator w/ siege shield and hunter killer missile Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/ Share on other sites More sharing options...
MagicMan Posted January 3, 2012 Share Posted January 3, 2012 The only problem i can see is the 11 Men sat in a 10 Man capacity Rhino. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2957296 Share on other sites More sharing options...
JamesI Posted January 3, 2012 Share Posted January 3, 2012 In a larger game, I'd consider a 8 or so man assault squad in a rhino for the captain. Better in combat, and can still take a flamer or plasma pistol on one guy. Loses access to the combi weapon on the sergeant though. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2957301 Share on other sites More sharing options...
ShinyRhino Posted January 3, 2012 Share Posted January 3, 2012 Doesn't sound too shabby in games at or below the 1500 point mark. You've got a Rhino to tool around in, and enough bolters to pull of a nice little 12" driveby shooting. Old school Rhino Rush tactics. Neat. I'd probably change up the Captain's wargear though. I'd drop that combiplasma for hellfire rounds. Same points, but can be used repeatedly. Hit on 2+, wound on 2+. The ony problem is the armor save it allows. But, it matches the damage of the bolters in the rest of the squad. Speaking of hellfire...why not a 9-man Sternguard unit instead? I've seen that used before, and to good effect. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2957318 Share on other sites More sharing options...
Gen. Confusion Posted January 3, 2012 Share Posted January 3, 2012 I second the sternguard idea. HQ's fit great with sternguard. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2957399 Share on other sites More sharing options...
Gearhead Posted January 3, 2012 Share Posted January 3, 2012 I pull some tricks with one list at 1000, but it works well here just fine. If you plan on assaulting anyway, why not take packless assault marines and get the rhino for free? They're not scoring, granted, but it's a net gain in attacks and the rhino is a freebie. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2957835 Share on other sites More sharing options...
ImperialGuardian Posted January 4, 2012 Author Share Posted January 4, 2012 Thanks magician... Meant to have 8 bolsters and 1 Sargent but I think everyone understood what I was saying That 100. Pts assault squad with rhino option sounds amazing actually! I totally didn't realize the rhino is free for the 5 man squad! Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2958028 Share on other sites More sharing options...
VoteForPedro Posted January 6, 2012 Share Posted January 6, 2012 Can always pick up a flamer/ power fist for the packless assault squad too. Keep in mind that you'll hardly be a death dealing machine; 5 marines and a captain won't scare the pants off many things ;) This is partly why I never really take standard captains, it's just so hard to find a place for them beyond biker armies which need them. If you don't intend to combat squad Sternguard then they as others have mentioned make a great place to put a HQ as they don't lose the ability to take weapons below 10 members. A librarian will probably do better in this situation though, GoI with Sternguard can be a lot of fun! Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2960180 Share on other sites More sharing options...
Laughingdagger Posted January 7, 2012 Share Posted January 7, 2012 packless vanguard are only 20p a pop, add a transport and a captain and bob's your uncle. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2960806 Share on other sites More sharing options...
Validar Posted January 7, 2012 Share Posted January 7, 2012 I usually run my captain with a combat squad sporting a meltagun and a powerfist. My captain is all maxed out in Artificier's Armor, with Storm Shield and Relic Blade. This means a really medicore unit becomes really dangerous once it unloads. And with a fist and a relic blades there are few things they can't handle. True they won't do much damage to dedicated CC units, but it can take out most other things. Cleans up another combat squad without much trouble, for instance. Keep in mind that it is more of a counter-charge unit. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2960954 Share on other sites More sharing options...
Laughingdagger Posted January 7, 2012 Share Posted January 7, 2012 why the extra armor on the rifleman dread? to move while stunned? What for? Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2961216 Share on other sites More sharing options...
Iron Father Ferrum Posted January 9, 2012 Share Posted January 9, 2012 why the extra armor on the rifleman dread? to move while stunned? What for? It allows him to reposition it. He may need to clear another unit's line of fire, or duck out of the line of fire of whatever it was that shot at and stunned it. Maybe both arms got blown off and now he's just going to run into combat and kick things to death just to maintain a measure of utility. Link to comment https://bolterandchainsword.com/topic/244599-9-man-hq-twinked-sargent-tac-squad-in-rhino/#findComment-2962533 Share on other sites More sharing options...
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