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C:SM New Tactical Squads


MagicMan

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A quick comment on the melta bombs.  I had a five-man combat squad from the old codex get peeled out of their Razorback against a Necron army.  They then went on to run up to and use melta bombs to blow up two Annihilation Barges and a Catacomb Command Barge.  Five points that were totally worth it.

Agreed, if I've floating points that can't be spent on a new unit melta bombs are always my first choice. Makes your units considerably more dangerous when running amok, especially since I fairly regularly deploy from Drop Pods.

  • 2 months later...

 

 

4 - I will be very happy indeed if the Salamanders supplement allows us to go back to the days of additional flamers / meltaguns / heavy flamers. I would prefer this to heavy weapons.

Pray the Emperor delivers heavy flamers unto us, brother.

 

At this point I'm much more inclined to pray that we don't get a supplement at all. I'll always take good fluff over good rules (not that Salamanders aren't viable as-is), and I'd hate for my Sallies to get the IH treatment

Tactical Squads didn't really change. They're still too expensive for what they do and they're still inefficient overall. 

 

That being said, I run 2-3 squads with a flamer, combiflamer, flakk missile launcher, and a rhino. I use flakk missiles because, aside from a quad-gun, I don't have other skyfire. Flamers are just overall nice to clear out objectives and give the combat squads some anti-infantry punch. 

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