Jolemai Posted November 19, 2018 Share Posted November 19, 2018 Tactical Flexibility. It's in all the loyalist Marine books and for 1CP you can essentially combat squad mid-game. Obviously it's use is good at getting around the minimum number of drops for deployment and increasing your chances of getting first turn, but how often do you take a ten man squad? Basically, how are people using this stratagem, when are you using it, and on what units? Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/ Share on other sites More sharing options...
Panzer Posted November 19, 2018 Share Posted November 19, 2018 Can't say I've ever used it or intended to use it. The only units I take in large enough numbers would be Troop slot units and those I MSU to fill the detachments and also try to put into transports as much as possible so drops isn't an issue. Probably the most useless Stratagem I've ever seen ... as much as the combat squad special rule itself. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5194590 Share on other sites More sharing options...
Warhead01 Posted November 19, 2018 Share Posted November 19, 2018 I can think of a few good uses for it. Combat squad to, make 2 charge attempts, more fighting ! It may also force your opponent to split their dice pool making it harder for them to do anything overly meaningful to either squad.. Or take 2 different but needed objectives. That may be useful much later in the game. It depends on what the squad is and how it's tooled up. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5194657 Share on other sites More sharing options...
Panzer Posted November 20, 2018 Share Posted November 20, 2018 I can think of a few good uses for it. Combat squad to, make 2 charge attempts, more fighting ! It may also force your opponent to split their dice pool making it harder for them to do anything overly meaningful to either squad.. Or take 2 different but needed objectives. That may be useful much later in the game. It depends on what the squad is and how it's tooled up. You can do all these things by simply taking two units as well tho. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5194976 Share on other sites More sharing options...
Warhead01 Posted November 20, 2018 Share Posted November 20, 2018 I can think of a few good uses for it. Combat squad to, make 2 charge attempts, more fighting ! It may also force your opponent to split their dice pool making it harder for them to do anything overly meaningful to either squad.. Or take 2 different but needed objectives. That may be useful much later in the game. It depends on what the squad is and how it's tooled up. You can do all these things by simply taking two units as well tho. Ok. I was thinking about something like 1 10 strong unit of Deathwing or something like that. As a way to put less in reserves but multiply the force on the table. Something of that nature. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5195177 Share on other sites More sharing options...
ShinyRhino Posted November 21, 2018 Share Posted November 21, 2018 I've used it exactly once to split a ten man Assault Marine squad after a deep strike, which netted me points for Recon in ITC missions. It's really only useful for reducing the number of drops during deployment, because you can just Combat Squad the unit otherwise. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5195387 Share on other sites More sharing options...
BlackTriton Posted November 21, 2018 Share Posted November 21, 2018 The only time I ever used combat squad is with 10 man dark angels devastator squad. I take large squad so I can have more wounds against shooting or more screens against melee and DA care even less about morale than other astarte. That said, tac. Flex. Requiering a squad to be at 10 man makes the strat a lot less interesting. Using it on assault marine to get ITC point is interesting, I will need to look into that. Thanks for the tip. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5195653 Share on other sites More sharing options...
Panzer Posted November 28, 2018 Share Posted November 28, 2018 Note: if the upgrade to veterans is worth it in the coming specialised detachment then using the combat squad rule might actually be worth using for once. Doesn't change much for Tactical Flexibility but it's something I guess. ^^ Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5201572 Share on other sites More sharing options...
Trevak Dal Posted December 6, 2018 Share Posted December 6, 2018 This is something that just should be doable for free... Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5208343 Share on other sites More sharing options...
Panzer Posted December 7, 2018 Share Posted December 7, 2018 Well ... now that we know the Veteran upgrade itself is rather uninteresting and only enables to unit to benefit from other Veteran Stratagems I guess combat squading them is still no good option. Thanks for nothing, GW. I guess. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5208655 Share on other sites More sharing options...
Kallas Posted December 8, 2018 Share Posted December 8, 2018 The Vigilus detachment system is flawed from the start, unless GW have actually fixed the CP problem (doubtful). Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5209865 Share on other sites More sharing options...
Panzer Posted December 8, 2018 Share Posted December 8, 2018 Yeah I think I have to agree. Gating most of the boons for the detachment behind yet another CP investment for Primaris Marines shows a spectacular lack of understanding how their game works. All it does is giving us yet another reason to ally in AM or AdMech. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5210041 Share on other sites More sharing options...
GreyCrow Posted January 16, 2019 Share Posted January 16, 2019 It’s super situational for objective grabbing. You have a squad of 10 that never got shot, and you need to be in 2 places at once. Link to comment https://bolterandchainsword.com/topic/351284-using-tactical-flexibility/#findComment-5236267 Share on other sites More sharing options...
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