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With the release of Codex Black Templar, as we know all Tacticals Equivalent except for Spike Bros have been updated. This following analysis will assume Spiky Boys become 17ppm and retain current flexibility. 5 Man Squads will not be examined as variants between 5 MSU variants of 4 Tactical Equivalents are miniscule.

 

With a 215 Point guideline(ish). This will focus what each of the four gain. First our basic bare bones. Tactical Squad. (Heavies are Grav or Hell and Specials are Plasma or Grav/CombiPlasma).

 

Certain effects or abilities granted by wargear will be considered. As part of the Analysis.

 

Our Basic Boys:

Tactical Marines

10 Man:

1 GravCannon (Heavy)

1 Plasma Gun (Special)

1 CombiPlasma (Special)

1 CoolMelee (2a)

 

NB Exactly 210-215 if desire Parity can upgrade to have Power Weapon or Different Heavy.

 

So the squad has few interesting points of note. Unlike other 3 Variants it has Melta Bombs and Combat Squads. A unique feature of the 4 Troop Tactical Equivalents. Has no gimmicks beyond that. Its just Tactical. Also only variant w/o Chainsword Option.

 

Squad suffers a bit from role confusion as it has heavy but 2 specials so wants to ger danger close but not move. Combat Squadding alleviates some of this. Also having melta bombs can be fun.

 

Templars can take this squad if they want but little reason too.

 

Grey Hunters:

10 Man

Grav/Grav (Special x2)

CombiPlasma (Special x1)

Wolf Banner (‘Second’ Chapter Tactic)

 

Other notes/unused options:

Plasma Pistol (0.5 Special)

CoolMelee (2 Models/4a)

 

Coming in a little over 210 (215) it has a few things going for it. The first has Boltguns AND Chainsword giving on the field tactical flexibility that its kin lacks. Additionally not taken here but it has most CoolWeapons per models. 3 Specials, 2 CoolMelee, and A Plasma Pistol. Also Terminator option exists.

 

At the most possibly best Firstborn Tactical Equivalent with good cool weapon density and cheap (GravGuns), and having Bolter/Chain. Wolf Banner is functionally a secondary chapter tactic.

 

Crusader Squad:

11-12 Men (3-6 4+ Save/1w)

1x GravCannon (1x Heavy)

1x PlasmaGun (1x Special)

1x CombiPlasma (1x Special)

 

Other/unused Options Notes:

Double Melee (3a/2 Models)

 

The Crusader Squad is strictly speaking of the 4 Firstborn Tactical Equivalents highest durability potentially BUT only if Neos are taken. Due to Smokescreen access. Additionally only other non-Hunter to have 2 CoolMelee. However they have fewer attacks. Than GreyHunters w/ CoolMelee. And Neos degrade the Durability of the Squad when not smokescreening sigificantly. However the shooting/Melee of the squad is better to some degree than tacticals the other due to boltguns being boltguns and simply having more attacks. But vs GreyHunters & Chaos Marines its more mute due chainsword > combat blades.

 

Chaos Marines:

10 Man

2 Hellcannons or 2 Plasma (2x Heavy or Special)

Icon of Chaos (Secondary CTactic)

CombiPlasma (1x Special)

 

Other Notes

Replace a Heavy or Special w/ PlasmPistol

1x CoolWeapon

 

This assumes that Chaos Marines got to 17ppm and Hellcannons go to 10. Due to similar output to GravCannons. They can Boltgun or Chainsword. Giving a similar listbuilding flexibility to Crusaders. Can Specialize with Double Heavy or Special Options. And can take an additional Army Tactic via Icons. The units comes between 215-220 points. Its Melee Output highly variable due to Death causing swings depending how you are facing.

 

Come back later to see Math and Cessor/CultTroops

I feel obliged to point out that Grey Hunters are the only squad that can take the Master Crafted upgrade on a Heavy weapon due to the Terminator Pack Leader option. D2 Assault Cannons and Frag Missiles are cheeky. Edited by TheNewman

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