Jump to content

Recommended Posts

I am not sure it will matter in 10th edition. With the removal of the Force Org Chart, you can buy as many 5 or 10-man squads as you want in most cases. I almost never used Combat Squads, was there any use for  them beyond working around the restrictions of limited numbers of slots?

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956555
Share on other sites

I used them playing smaller Crusade games for more board presence. But that's because I couldn't modify the number once it was on the roster. And I wanted to use the full 10-man tactical squad. I'd split them up so they could cover different areas. The half with the heavy weapon would stay still on an objective, while the sgt/special weapon half would advance up the board. But in more competitve matched play, I don't really see a need for it. At that point, you're not taking a full tactical squad because it makes more lore sense. You just take however many you need to fulfill it's role in your list. 

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956623
Share on other sites

50 minutes ago, Tokugawa said:

I don't think 10th would still let you mix bikes, terminators and power armored marines in one unit, then split them into individually operatable units with different movement speed. 

Winged Tyranid Primes have a different speed from Tyranid Warrior units. Movement speed shouldn't be a limiting factor in this case.

 

Though I expect Deathwatch will likely lose a lot of options in 10e.

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956757
Share on other sites

13 hours ago, Kallas said:

Winged Tyranid Primes have a different speed from Tyranid Warrior units. Movement speed shouldn't be a limiting factor in this case.

 

Though I expect Deathwatch will likely lose a lot of options in 10e.

I hope not, that was one of the biggest selling points for DW.  Take 5 Intercessors to sit on an objective, and 5 outriders to ginus a different one.   That's probably one of the few ways they were going to sell Outrider kits.  I hate 3 and only 3 units. 

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956969
Share on other sites

7 hours ago, Tacitus said:

I hope not, that was one of the biggest selling points for DW. 

I wasn't suggesting it because I like the idea :sweat: But from everything we've seen, if I were playing DW right now I would be braced for impact. They may well keep Kill Team customisation options, as it is, as you said, one of the big sellings points of DW; but we've also seen a lot of decisions from GW that have significantly curtailed options and new decisions that are severely limited (eg, Leader options, such as the Neurotyrant joining on Neurogaunts or Tyrant Guard, but not Zoanthropes).

 

So hopefully it's not as bad as I feel it could be, but it could be worse than some hope.

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5957067
Share on other sites

21 hours ago, Kallas said:

Winged Tyranid Primes have a different speed from Tyranid Warrior units. Movement speed shouldn't be a limiting factor in this case.

 

Though I expect Deathwatch will likely lose a lot of options in 10e.

That's my worry as well, and it was only heightened with the preview of the DW Veterans squad. I really do think the age of DW as "your dudes" special forces is over.

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5957084
Share on other sites

On 6/8/2023 at 2:02 AM, Karhedron said:

I am not sure it will matter in 10th edition. With the removal of the Force Org Chart, you can buy as many 5 or 10-man squads as you want in most cases. I almost never used Combat Squads, was there any use for  them beyond working around the restrictions of limited numbers of slots?

Razorbacks and full size Tac squads. Heavy weapon camping squad and "forward squad".

 

Drop pods. 

 

Splitting Dev squads into 2x 2 heavy squads.

 

Relic termies. 5 cfists, 5 w/plasma blaster, twin autocannons, twin grenade harnesses. Regular termies similarly, with LR for the non-shooty squads.

Link to comment
https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5957347
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 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.