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Made in us
Unbalanced Fanatic





Minneapolis, MN

With the new Space Marine codex about to hit the shelves and it's basic ten man squad with free flamer and missile launcher/multimelta/heavy bolter setup, I'm wondering how this staple unit of the 41st millenium can best be equipped and used.

Right now I'm leaning towards two options. The basic setup(flamer/missile launcher) but with the sarge enhanced with a power sword. This is a cheap option, but gives you the option of splitting into a shooty and an assaulty squad. No Rhino, and three squads like this would be a solid and inexpensive core of troops.

The other option I'm considering is the Plasma Cannon/Plasma Gun option with a power sword sarge. This unit could put down a lot of hurt at range against elite enemy units and I would probably keep it together as a ten man squad with a rhino so that I could move it into position in the opening part of the game.

What are you thinking about for your space marine core choices?

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

Well, my tactical squads are slightly different than most tactical squads in that they all infiltrate, and the majority have counter attack, a bolter, and close combat weapons. This makes my marines great at holding objectives against enemy assault. So, My army usually only fields one or two squads that are designed to take objectives from enemy forces. These squads usually just have a flamer, and a sergeant with a power weapon and storm bolter.

I think that squads you know are going to be in the middle of the fiercest fighting should not be split up, it may allow for tactical flexibility, but I think that it makes them too vulnerable to enemy attacks.

For my firing squads, I would probably split them up and have the special weapon squads go support the close combat squads.

Well there are my ideas. As always their based on my understanding of 4e rules, and the old space marine codex, so my ideas are probably dated.


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Made in ca
Decrepit Dakkanaut





What I take depends on the rest of my army. I like to keep one Tactical squad whole for every squad I break into combat squads, with two squads mounted in Rhinos (or a Rhino and a Razorback depending on the points available), and one hanging back on foot.

The squad that breaks into combat squads is broken into one combat squad with the Heavy Weapon, and one combat squad with Special Weapon and Sergeant. The Heavy Weapon is either a Lascannon or a Missile Launcher, basically for the range, which is necessary if you're going to provide cover! The Heavy Weapon combat squad hangs around the backfield objective (or close enough that an end-game sprint will let them capture it).

The Special Weapon is either a Plasma Gun or a Melta Gun, and the Sergeant either gets a Plasma Pistol or a Power Sword. I usually don't worry about Melta-Bombs now that all hits are to the rear of vehicles, so a bunch of Krak grenades does the trick just fine. If they're in a Razorback, then the Razorback gets the Twin-Linked Heavy Bolters, to increase their ability to engage infantry targets at range. Rhinos and Razorbacks always get extra armour.

The squad that isn't being broken up get a shorter ranged Heavy Weapon such as a Multi-Melta, Heavy Bolter, or Plasma Cannon. They're either armed with a Flamethrower if Multi-Melta or Plasma Cannon, Melta Gun if Heavy Bolter. This is so they can engage any target, with a distinct preference for infantry. This is the squad I aim to get on the objective in my opponent's backfield. While the Razorback Combat Squad is primarily about seeking out and killing enemy units, this squad is about capturing and holding ground. In a meat-grinder, they hold down the centre of the board, and can redeploy to concentrate their firepower on a flank.
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

Anti tank:

multi melta / lascannon, meltagun, sgt with P. fist and plasma pistol.


Anti troop:

Heavy bolter / plasma cannon, flamer, sgt with power wep and plasma pistol

i either use 1 or the other depending on who im fighting.

Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor.  
   
Made in cr
Awesome Autarch






Las Vegas, NV

I was thinking about this too, and I was feeling that a good set up would be to go with a Flamer, Sarge with a fist, and the multi melta. Throw them in a pod or a rhino.

That way they are mobile, cheap, and can pop a tank if needs be with the MM as they will most likely be advancing or dropping in at close range, so it will see use. Since the marine holding the MM can still fire his bolt pistol on the move, you lose very little flak firepower but gain a huge punch vs. vehicles and to a lesser extent MCs. With the fist, you are still a threat in HtH.

This is a squad that can do a lot for not very many points.

The flamer and bolters compliment each other as well.

Normally I say specialize squads, but wih the fact that you are paying for the heavy weapon, and ten man squads are best for taking objectives, might as well take advantage of the MM now as it will force your opponant to keep his vehicles at least 12 inches away from your tac squads.

   
Made in us
Slippery Scout Biker





I rarely put heavy weapons in manuever squads as I expect them to be moving/taking objectives nearly every turn. I'm a big fan of having flamer & meltaguns in my manuever elements along with a Vet Sarge with PF and Stormbolter. This provides acceptable close-in anti-tank capability and lots of assault weapon fire prior to launching a close assault. Heavy weapons are currently either Las/Plas or Devestators depending on the flavor and density I'm looking for.
   
Made in se
Dakka Veteran




Will be bringing at least 2 always, for splitting into 4 combatsquads when objective taking and keeping them in 2x10mans for KPs.

Depending if I face other marines I will be bringing MM for landraider duty, probably backed up by another melta gun(x2). In an all commers list I will probably back it up with the missile launcher-flamer squad.
   
Made in cr
Awesome Autarch






Las Vegas, NV

i never take heavies in squads meant to advance either, but if its free, why not? on the move you sacrifice one bolter shot (as you still get the bolt pistol) and the trade off is a potential tool that can make a huge difference.

if you are combat squading its a totally different story, but in a ten man squad, might as well take the heavy if it comes built into the price of the squad.

I used to do that with my 10 man scout assault squads. I would give them the 5 point heavy bolter because it was so cheap. It came in handy often, as if i was playing an assault army, they would sit back and shoot, waiting to absorb a charge so my marines could counter charge, if they infiltratd they could use it to take pot shots if they were on an objective.

basically it gives the squad a lot more options.

for a stand and shoot squad, go las plas all the way, its still the best long range combo, although in a ten man squad its a bit of a waste.

   
 
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