Chaplain Augustus Posted June 8, 2023 Share Posted June 8, 2023 Anyone seen any trace of Combat Squads in the new rules? If it's been done away with that's a pretty serious change to marines as they have had that rule for ages. Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/ Share on other sites More sharing options...
Karhedron Posted June 8, 2023 Share Posted June 8, 2023 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 More sharing options...
justicarius6 Posted June 8, 2023 Share Posted June 8, 2023 For Deathwatch they matter quite a bit. Sea Creature 1 Back to top Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956622 Share on other sites More sharing options...
BluejayJunior Posted June 8, 2023 Share Posted June 8, 2023 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. Karhedron and Khornestar 2 Back to top Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956623 Share on other sites More sharing options...
Tokugawa Posted June 8, 2023 Share Posted June 8, 2023 1 hour ago, justicarius6 said: For Deathwatch they matter quite a bit. 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. Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956701 Share on other sites More sharing options...
Kallas Posted June 8, 2023 Share Posted June 8, 2023 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. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5956757 Share on other sites More sharing options...
Tacitus Posted June 9, 2023 Share Posted June 9, 2023 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 More sharing options...
Kallas Posted June 9, 2023 Share Posted June 9, 2023 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 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 More sharing options...
justicarius6 Posted June 9, 2023 Share Posted June 9, 2023 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. Kallas and painting.for.my.sanity 2 Back to top Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5957084 Share on other sites More sharing options...
BrainFireBob Posted June 9, 2023 Share Posted June 9, 2023 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. Kallas 1 Back to top Link to comment https://bolterandchainsword.com/topic/378887-combat-squads/#findComment-5957347 Share on other sites More sharing options...
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