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Drop pods or Rhinos for tac squads


Arufel87

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Not necessarily.

It's one thing  if the different templates are coming from the same model (as is the case with a frag dread with a heavy flamer), but in the case of a full 10 man tac squads it's entirely possible that a third and second template could be unaffected by the first in terms of coverage. You're normally not going to kill every model under the template either.

 

There's also the case of open topped transports (mainly deldar raiders and ork trukks) overwatch and buildings. In these cases coverage doesn't make any different as all hits are on a D3 or D6 roll.  

 

You could also make a case for redundancy outside of the alpha strike. 

 

Since flamers are mainly anti infantry weapons I'd much rather take a grav than plasma if you'd like to avoid template spam.

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Forgive me if this seems obvious, but I haven't played since last Jan. Did 7th really change Flamers that much? It's sounding like you guys are saying we have to resolve the wounds from the first flamer before even scoring hits with the subsequent ones. If that's the case, golly gee happened to everyone in a squad is shooting at the same time?
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Yeah that changed, it's now resolved in stages by weapon type.

 

Template redundancy really isn't an issue, because if you've killed so much with the HF that the flamer will be affected, you should be able to finish them off with bolters anyway. Simply position your template weapons on opposite flanks of your squad.

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Forgive me if this seems obvious, but I haven't played since last Jan. Did 7th really change Flamers that much? It's sounding like you guys are saying we have to resolve the wounds from the first flamer before even scoring hits with the subsequent ones. If that's the case, :cuss happened to everyone in a squad is shooting at the same time?

Only if their different weapons so a heavy flamer then a flamer yes you resolve separately, but two flamers (such as a drop podding assault squad) no, you allocate those wounds at the same time.

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I prefer melta/HF to avoid the whole issue altogether.

Same. If Im going hf Ill take a meltagun and grav pistol to go. Plasmagun synergizes better with multimelta and combi plasma. Bothare great loadouts. I prefer the former for storm ravens and land raiders, the secnd for rhinos and dropods.

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Depends on your list, if you already have two or three quad melta pods your tac squad and specilise more towards hordes.

 

I never take meltapods.

 

 

I prefer melta/HF to avoid the whole issue altogether.

Same. If Im going hf Ill take a meltagun and grav pistol to go. Plasmagun synergizes better with multimelta and combi plasma. Bothare great loadouts. I prefer the former for storm ravens and land raiders, the secnd for rhinos and dropods.

 

 

The thing that bugs me about taking RF/heavy weapons is that it prevents from charging. I hate wasting FC.

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Depends on your list, if you already have two or three quad melta pods your tac squad and specilise more towards hordes.

 

I never take meltapods.

 

 

I prefer melta/HF to avoid the whole issue altogether.

Same. If Im going hf Ill take a meltagun and grav pistol to go. Plasmagun synergizes better with multimelta and combi plasma. Bothare great loadouts. I prefer the former for storm ravens and land raiders, the secnd for rhinos and dropods.

 

 

The thing that bugs me about taking RF/heavy weapons is that it prevents from charging. I hate wasting FC.

 

 

Not like you can charge out of a Rhino or Drop Pod, you may as well make the best of your shooting.

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Depends on your list, if you already have two or three quad melta pods your tac squad and specilise more towards hordes.

 

I never take meltapods.

 

 

I prefer melta/HF to avoid the whole issue altogether.

Same. If Im going hf Ill take a meltagun and grav pistol to go. Plasmagun synergizes better with multimelta and combi plasma. Bothare great loadouts. I prefer the former for storm ravens and land raiders, the secnd for rhinos and dropods.

 

 

The thing that bugs me about taking RF/heavy weapons is that it prevents from charging. I hate wasting FC.

 

 

Not like you can charge out of a Rhino or Drop Pod, you may as well make the best of your shooting.

 

 

You can't on the turn you land, of course, but you can the subsequent turns.

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Depends on your list, if you already have two or three quad melta pods your tac squad and specilise more towards hordes.

 

I never take meltapods.

 

 

I prefer melta/HF to avoid the whole issue altogether.

Same. If Im going hf Ill take a meltagun and grav pistol to go. Plasmagun synergizes better with multimelta and combi plasma. Bothare great loadouts. I prefer the former for storm ravens and land raiders, the secnd for rhinos and dropods.

 

 

The thing that bugs me about taking RF/heavy weapons is that it prevents from charging. I hate wasting FC.

 

 

Not like you can charge out of a Rhino or Drop Pod, you may as well make the best of your shooting.

 

 

You can't on the turn you land, of course, but you can the subsequent turns.

 

 

Yeah, but how often do you manage to get the charge with Drop Pod/Rhino Tactical Squads?

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I made the unit to be somewhat flexible, but overall take out the hordes and infantry I don't want my specialised units wasting time on. I can only preach K+F's argument for multiple templates!

 

I will also be taking a couple of Meltacide squads so these guys will be there to complement and support those guys in the back field and maybe make a nuisance of them selves. The multiple templates will help clear anything not MEQ off of objectives too B)

 

Also they could be seen as two ways by an opponent: extreme threat in which case my other, better, expensive units will have an easier time. Or they will be ignored and can be a nuisance in thier deployment zone. For 200pts? Win Win in my eyes.

 

Repping the Blood Angels Synergy

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Well I don't have a ton of experience with drop-pods yet but I dropped a unit with HF, F, and hand-F next to an objective that was held by enemy infantry. Because you have a good amount of deployment/movement space to get guys lined up you can make this work. The sarg was in the middle and the other 2 were on either end, they fried that unit (striking scorpions) like bacon.

I can see where the melta or plasma might have some more practical uses but I just love the idea of an exclusive flamer template squad.

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I love the Deathwind Launcher on the Drop Pod if you put a Tac squad with Heavy Flamer in. Adds a nice bit of area control against flimsy troops.

this too! Complete the destruction. Kill one thing and make your points back and also give your opponent and target!

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All Tactical marines have a pistol. I don't see how you are wasting FC in a pinch if you take a plasma gun. Just use the pistol.

 

Then you're wasting the plasmagun...

 

 

Charging is situational. If you get caught in combat going into your next turn, or lose the squad to some bad rolling, you're wasting the flamer/meltagun.

 

Tactical squads aren't going to win a lot of assaults on their own. What they do bring are bodies and close range shooting for a relatively cheap price. If you're charging with them, you aren't using them to their fullest. It's something they can do in a pinch, and not terribly thanks to Furious Charge and Red Thirst. But why don't people put power weapons/fists on the sergeant? Because points spent making Tactical squads good at combat would be better spent on something else.

 

Like, those points on making the squad better at shooting.

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Charging is situational. If you get caught in combat going into your next turn, or lose the squad to some bad rolling, you're wasting the flamer/meltagun.

 

Tactical squads aren't going to win a lot of assaults on their own. What they do bring are bodies and close range shooting for a relatively cheap price. If you're charging with them, you aren't using them to their fullest. It's something they can do in a pinch, and not terribly thanks to Furious Charge and Red Thirst. But why don't people put power weapons/fists on the sergeant? Because points spent making Tactical squads good at combat would be better spent on something else.

 

Like, those points on making the squad better at shooting.

 

 

Tacs will never be great at assault, but having the option to do so when the situation calls for it is certainly a must if you're going to bother with BA tacs.

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Charging is situational. If you get caught in combat going into your next turn, or lose the squad to some bad rolling, you're wasting the flamer/meltagun.

 

Tactical squads aren't going to win a lot of assaults on their own. What they do bring are bodies and close range shooting for a relatively cheap price. If you're charging with them, you aren't using them to their fullest. It's something they can do in a pinch, and not terribly thanks to Furious Charge and Red Thirst. But why don't people put power weapons/fists on the sergeant? Because points spent making Tactical squads good at combat would be better spent on something else.

 

Like, those points on making the squad better at shooting.

 

 

Tacs will never be great at assault, but having the option to do so when the situation calls for it is certainly a must if you're going to bother with BA tacs.

 

 

And they have the option, thanks to the pistols they all carry.

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Useless is too strong a word. Anyone who sees that flamer death pod waiting in reserves is going to spread out more. Then its just a matter of good positioning on your part to make sure the flamers are at opposite sides of the squad when you put them down for max coverage
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And they have the option, thanks to the pistols they all carry.

 

 

Again, that's wasting your plasmagun.

 

 

And it's wasting a meltagun. And a flamer. Or that flamer could knock you out of charge range.

 

You're arguing that taking a rapid fire or heavy weapon prevents you from having the option to charge. I'm pointing out that you are still able to fire your weapons and charge, thanks to the pistols. The option is still there. If there is a situation where charging in would be better than rapid firing your bolters and your grav/plasmagun, it's still open to you.

 

Meltaguns/flamers don't suddenly make that an option. They don't enable it. They work in tandem with it better, but you're talking a niche scenario.

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Charging is situational. If you get caught in combat going into your next turn, or lose the squad to some bad rolling, you're wasting the flamer/meltagun.

 

Tactical squads aren't going to win a lot of assaults on their own. What they do bring are bodies and close range shooting for a relatively cheap price. If you're charging with them, you aren't using them to their fullest. It's something they can do in a pinch, and not terribly thanks to Furious Charge and Red Thirst. But why don't people put power weapons/fists on the sergeant? Because points spent making Tactical squads good at combat would be better spent on something else.

 

Like, those points on making the squad better at shooting.

 

Tacs will never be great at assault, but having the option to do so when the situation calls for it is certainly a must if you're going to bother with BA tacs.

Why is it a must? I love multi role units as much as anyone, but Tacs are never going to be great at assault. Upgrading the sarge and giving him a power weapon makes them better, but why waste the points?

 

I'd like to think I'm competent enough at the game to get my units where I need them to so they'll have the best chance of success. I'm not saying things aren't going to go south now and then, but if I'm assaulting with Tacs I'm assaulting out of desperation. If I end up not using all those upgrades it's just a waste and if I have them it makes me want to assault with them which you just shouldn't do.

 

If you ask me, leave the power weapons and the vet sarge at home.

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