Jump to content

Tallarn Desert Raiders - Melta infantry best squad in guard


GuardDaddy

Recommended Posts

Tallarn Melta Squad

Squad 40pts

Melta 12pts

 

Total 52pts.

-------------------

 

Argument:

The ability to move and advance and shoot makes Tallarn infantry the most manoeuvrable.

 

As a result they are able to make the best use of lasguns, as they can move to within 12" doubling firepower (assuming not further buffed by orders)

 

They also are able to better overcome the weakness of the melta (range).

 

Because they have a melta they are both a high T high wound threat (monsters/vehicles) that retains its threat even when squad is mobile, as well as an infantry counter.

 

This double threat means they need to be dealt with, this makes them very effective being pushed up towards enemy to screen. Bypassing them leaves you exposed to their threat.

 

As they still are incredibly cheap they retain the excellent pts/damage potential ration inherent to guard.

 

Other regiments gave you a better firebase. But Tallarn overall due to their flexibilty are the best and should be included to make up bulk of infantry.

 

Tone a bit provactive to prompt a reaction :rolleyes:

 

Agree/disagree? 

 

Thoughts?

Link to comment
Share on other sites

The issue is that it's 10 Guardsmen who don't last too long, and a single melta shot. It's useful and good yes, but it's not Creed levels of tactics ;) There's no best squad other than with a specific purpose in mind, but if you're talking about delivering melta then a Scion squad seems better to me. They can land in with a small footprint, without needing to dodge incoming fire on their way.

Link to comment
Share on other sites

If I had to pick a best squad it would be a Cadian squad with a plasma gun and a bolter/chainsword on the sergeant.

 

It may not have the mobility but isn't very order/stratagem reliant (as the Cadian reroll helps with the overcharged plasma) and can start hitting targets from much further way. Bonus points for overlapping fields of fire potentially making all of the Cadian plasma you throw at a target safe from explosions. The plasma being rapid fire means it provides a more reliable (if less potent) anti vehicle threat up close while being twice as effective against 2 wound infantry (that are everywhere these days).

 

Comes in at a cool 48 points and if stationary and given the 'take aim' order it's plasma gun can become more likely to hit than a BS3 shot (75% rather than 66%). 

 

It just does everything well. 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.