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Made in es
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Not sure of what sub-forum to use for this post, as it is half fluff and half tactical...
I have just witnessed a discussion on another forum regarding (fluff wise) the composition of Ultramarines armies' tactical squads
It was stated that, as the ultramarines are the strictest followers of Guilligan book, they can only use full tactical squads (10 marines plus a heavy weapon plus a special weapon) or full combat squads (5 marines with either the special weapon or the heavy weapon)
This theory matches with the Macragge box scenarios, but I couldn't find any other piece of rules or fluff to support that limitation...
What would you generally think of an ultramarine army using the 5-6 man lasplas squads?

 

 


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Made in us
Longtime Dakkanaut






I would think he's not a moron.

Unless you're playing a pod army, ultramarine tac squads should only ever come in 5 or 6 man squads, with a lascannon and a plasma gun.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
Fresh-Faced New User




I believe that fluff comes from second editon, possibly even the RT days.  If you're playing a true Ultramarine list that strictly adheres the fiction, yes you should have either ten man squads with a heavy and a special or five man squads with either a special or a heavy.  However, fluff is always changing and can be used to justify anything, including squad size and composition.  You really can't beat a 5-6 man squad with las/pas in terms of effectiveness. 

I guess it boils down to what you want to play, and what your gaming circle plays.  If you want to play a list that fits the fluff of a full strength battle company go for it, but in doing so you are sacraficing effectiveness. 

   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

currently, there is no rule regarding squad size for any chapter, other then between 5 and 10.  IIRC, there isn't even any recent fluff recomending squad sizes.  About 10 years ago, in the 2nd edition rules, Marines were bought in 10 man squads that could then be split into two five man squads.  That was eliminated with 3rd edition in 1998, however, so you can make your squads whatever size you want.

Mauleed hit on the tactical aspect, and there are plenty of threads regarding the usefulness of UM tac squads.

As for the fluff, here's the justification for taking six man squads: battle damage.  They were originally 10 man squads, it's been a long campaign, and the company captain didn't want to consolidate squads and lose firepower.

I hope this helps.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

And honestly, small fire teams make sense for small armies of supermen. The IG have the bodies to put ten guys around every heavy weapon. Not the Space Marines.

That said, I still like fielding two 10 man squads with heavy, special, and vet sgt with fists in Rhinos when I use my marines (except when I?m podding, of course). The rest of my tac squads are little 5-6 man shooty units, but these two are very good at seizing objectives and assaulting (usually in conjunction with an assault squad and/or chaplain) when I need them to, and can sit and shoot while providing their own counterassault ability if the situation calls for it. They are obviously not as efficient at pure stand and shoot duties, but I find that in most games I play it?s helpful to be able to move a good number of marines around, and I have enough cover to make a couple of Rhinos useful. Your mileage may vary, of course.

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