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Made in au
Death-Dealing Devastator






I just bought a new Tactical Squad, I'm a relatively new player and I'm not sure what weapons I should give to them, I also have the Black Reach Tactical Squad, if that helps.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd give one Marine a flamer and another a missile launcher.
This is the basic outfit.
The Sergeant could get ccw and bolt pistol.
The ccw can be upgraded (considered) as a power weapon.

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Death-Dealing Devastator






I'm definately giving the Sarge a chainsword and bolt pistol, but i was hoping for more exotic heavy and special issue weapons.

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Sinister Chaos Marine





It's always dependant on what you plan on doing with them. With Marine squads, it's sort of a "Choose a task and stick to it" decision: They can be equipped to do a variety of tasks, but then they should stay on course. So, if you want them to hang back and give fire support, give them Plasma or HB, if you want them to go close tank hunting, give them Melta and Powerfist, and the list goes on and on. The Flamer/ML setup is in a way the "all-around" one, which a lot of people play in at least some of their Tac Squads as it comes for free and is versatile.

Probably the best thing to do is to assemble one or two of each Special/Heavy weapon, at least as far as you've got those. Then you can always switch them around before games, depending on what your'e facing and your strategy. Of course, this will give you less bolter Marines, so you've got to choose whether you could afford another Tac Squad Box to bring them to 10 men strength with additional bolters.

This message was edited 2 times. Last update was at 2009/09/30 11:08:50


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Preacher of the Emperor




Boston, MA

As some other posters have eluded too, you need to consider the role you want your tactical squad to play in the army. Below are a couple of my favorite configurations from about 10 years of playing Marines sorted by task.

The Long Range shooty squad: Primary purpose is to provide long range anti-tank coupled with medium range anti-vehicle/heavy infantry (AV3+ or 2+) firepower to support your assault elements. Heavy weapon is either a missile launcher or a lascannon. Special weapon is a plasma gun. Sergeant can be given a powerweapon or powerfist to deter assaults but is not necessary and should be done only if you have the points to spare. If you want to mount them, go with a Razorback sporting either Las/Twin Plas or Twin-Lascannons to complement the squads primary targets. HBs or Assault cannons are ok to if you need the extra anti-infantry punch in your Army.

The Objective Holding squad: Primary purpose is to take close objectives before the enemy gets there and then hold them. Can also be used to protect exposed objectives inside your deployment zone. Heavy weapon is a plasma cannon or multi-melta. The shorter range doesn't matter here because you are planning on putting them somewhere the enemy has to close on and take with infantry. Special weapon should be plasma gun or melta gun. Flamers are ok here, but you won't get many shots off and ideal placement means moving off the objective you are trying to hold so I would strongly advise passing on it in favor of the other two. Sergeant definately needs a power weapon at the minimum, power fist is preferred. This unit will be assaulted at some point and the AP1/2 weapons plus the power fist means it can at least dish out a serious hurt on any infantry units pushing to take the objective from you. Mount in a Rhino.

The Objective Taking squad: Primary purpose here is to take objectives from enemy light to medium infantry. Special weapon is a melta gun or flamer, depending if you need the extra anti-tank punch. I prefer the flamer because that way you don't get distracted from prying enemy infantry off objectives. It also provides a nice boost by letting you clear enemy out of cover and reduce their numbers before you charge. Take one of the free heavy weapons for opportunity fire in case you need to hold the objective afterwards but don't get distracted by having it. Sergeant needs a powerfist. Rhino for a transport.

The short range shooting squad: Primary purpose is up close tank busting. Multi-melta and meltagun, coupled with melta bombs and power weapon on the sergeant. Powerfist is not worth it here because any tanks you're assaulting should be high AV targets which the melta bomb is better at cracking. Mount them in a Rhino and move out to engage the enemy. Once you are up close, you have to make the trade off between shooting the multi-melta or using the melta bombs as the tactical situation dictates.

There are of course several more builts but these are ones I've personally had alot of success with. Which ones you take depends heavily on what is in the rest of your army. For example, it doesn't make sense to design tactical squads in shooting roles if you have no supporting assault elements with which to lodge the enemy off objectives (i.e. assault squads, terminators, etc.). Hope this helps.

Mike K.
   
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Charleston, South Carolina

Very nice.

I have recently been thinking of using razorbacks instead of rhinos. I want to combat squad, and leave the long range weapon behind, and advance the Sgt and short range weapons forward, while giving extra fire support from the razorback.

I play 90% friendly games so I don't care much about the kill points. Does anyone else do this?

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Another option for the objective taking Tac Squad is to take a melta gun as your special weapon and give the sgt a powerfist and combi-flamer, as you are unlikely to get off more than one shot with a flamer it keeps the squad flexible enough to take on armour and inf.

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Army C,

I typically tend to play that way. My army list at 1850 is as follows:

Librarian
4x 10 Marines in Razorbacks with Las/Twin plas (two lascannons, two missile launchers, four plasma guns, all Sergeants have a powerfist or powerweapon)
3 attack bikes with heavy bolters
2 attack bikes with multi-meltas
Thunderfire cannon
Predator with las sponsons
Predator with HB sponsons

I combat squad the tac marines, leaving the plasma guns and the heavy weapon behind and putting 4 bolter marines and the sergeant in the Razorback. I run the Razorbacks in teams of two so that I can dump 10 marines at the chosen point of attack along with two powerfists/weapons. The attack bikes support the flank I need to help the most and have the option of joining a combat squad in an assault. The thunderfire thins out enemy infantry and is great for killing light infantry in cover while the predators help the tac squads with long range shooting. It works very well for me and I've had great success (almost undefeated in 5th edition in about 50 games). It seems to throw opponents off because there is no real lynchpin unit that is an easy first target and they seem to suffer from a bit of target overload. Let me know your specific questions and I'll answer them as best I can.

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I think that list would have no chance against any IG running at least some tanks

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Dallas, TX

Don't know if it would help, but here's my favorite Tac Squad configs:


Tank Hunters - Lascannon, Meltagun, Combi-Melta, Powerfist - Rhino + EA or Razorback, LC/TL-PG + EA

Anti-MEQ/TEQ (also most used) - Plasma Cannon, Plasmagun, Plasma Pistol, Meltabomb - Rhino + EA, RB w/ LC/TL-PG, or DP

Anti-Horde/GEQ - Rocket Launcher, Flamer, Powersword, Meltabomb - Rhino + EA + Dozer Blade or DP or RB w/ TL-AC

Drop-n-Pop - Multi-Melta, Meltagun, Combi-Melta, Powerfist - Drop Pod


As I'm sure you can see, the options are endless. It's a matter of what you like to have your troops do. Just remember that in a Marine list, no unit stands alone. The two general schools of thought on Tactical squads are 1) go cheap and keep them guarded to score, and 2) load up the squad, give it a job that complements some other units in the battlegroup, and have enough left to win at the end of the game.

This message was edited 1 time. Last update was at 2009/09/30 15:56:37




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Charleston, South Carolina

Panzerleader

Autocannon or TL LC on your Preds?

How do you model a combiflamer?

Where do you get the LC/TL Plas bits?

Can't handle IG Tanks? There are at least 8 Lazcannons in that list.

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Iridiumstern: I have played 7 games against Guard in 5th Edition and 2 since the new Codex came out. Not the best sample, I know, but my play time has been rather limited since I'm currently deployed. Both of my opponents with the new IG codex ran at least two Russes. One had a Demolisher and a Vanquisher. The other had two Demolishers and a Basilisk battery of two Basilisks for his heavy support choices. He also ran two hell hounds. In the first game, my lascannons combined to blow off the demolisher's turret, immobilize it and shake it on turn one, effectively taking it out of the game. His vanquisher killed a single Razorback that it could see, then spent the rest of the game avoiding the massed lascannon fire. This let me slip two combat squads and the librarian into his gunline to wade through the infantry and kill the demolisher with a powerfist. His heavy weapon squads were destroyed through the combined firepower of the attack bikes, predators, and the thunderfire cannon which was hiding in 3+ cover ruins. Gotta love techmarines. Deployment was spearhead.

The second game, at 2000 points, was a little closer but still a solid marine win. I only managed to kill the hell hounds, but the demolishers couldn't kill enough targets because it was a dawn of war and they lost a turn of shooting moving on. They also couldn't prevent my infantry and shooting from destroying his infantry outright and the scout bikers with grenade launchers coming in on a flank are amazing at killing heavy weapons teams (six shoots at S6, AP4 is alot of bad news when their cover is dependant on being behind something). Tough for the IG to win when none of the infantry survives the fight and the demolishers are forced to shoot at poor targets for them.

PotionsN'Balms: I usually use Avenger and Null Zone in a take all comers list. That lets him aid a counter assault or buff my shooting against tough units with invuls.

ArmyC: I run Autocannons on the Preds. I usually use them as strong safetys to shoot at what my other units leave alive. The autocannon gives them the flexibility to wreck light vehicle squadrons and deal decent damage to light to medium infantry units. I have some of the old hand flamer bits that I can cut corners on nicely to fit with a bolter for a combi-flamer. Haven't figured out what to do with a full size flamer for a nice looking combi-weapon yet. I also still have the original Razorback models that I play with but I am planning on doing a conversion for them by using the Razorback turret with one of the lascannons centered on it and then using a plasma gun with the trigger assembly and butt stock removed on each side for the twin plasma guns.

And you hit on how I deal with tanks: I have 8 lascannons that can shoot at 7 different targets, 2 multi-meltas that can shoot at 1 target, and 2 missile launchers that can shoot at 2 different targets. This means that losing just one of my systems doesn't drastically effect my ability to engage enemy tanks. My anti-infantry is a little more concentrated, but it tends to balance out because light infantry units have problems dealing with attack bikes and Predators and medium/heavy infantry are vulernable to my anti-tank weapons and plasma guns.

-Mike K.
   
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Longtime Dakkanaut






Los Angeles, CA

My current favories are...

missile launcher, flamer, razorback- this one is just the bog standard shooty support tac squad. I usually combat squad and stuff the sergeant and flamer into the razorback. Works especially well when I'm using sicarius and get rites of battle for the combat squad

missile launcher, melta, combi-melta, rhino- this has two distinct elements. Again, I usually combat squad. The rhino now has a 2 shot meltagun, which makes it worth it over the razorback.

I haven't messed around enough with drop pods this edition to have a solid drop pod pick yet, but I like GeneralRetreat's outfit. The multi-melta can actually be viable from out of a drop pod, and you will likely want short range tank kill. You could do flamer/combi-flamer, or plasma/combi-plasma with this rig as well. Combat squad when you debark from the pod and you've got two different close range elements knocking on the door.

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Stealthy Warhound Titan Princeps






I don't like to combat squad... so I equip my squads with a singular purpose. I use 2 basic configurations...

melta/mulitmelta/fist in a rhino... obviously hunts down tanks and kills them.

plasma/plasma cannon/power sword in a rhino... hunts down and kills heavy infantry, acts as a firebase to hold objectives.

for anti-horde, I relegate that duty to my assault squad with 2x flamers, led by a librarian.
   
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Fresh-Faced Inquisitorial Acolyte





I really like using a unit of tac with a drop pod, flamer and multi melta. Can take tanks and infantry.

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i run mine with power fist, combi melta or combi flamer, a melta gun, and a lascannon

kills anything dead


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Personally I like HB/MG sgt -w- combi-MG and meltabombs in a HB razorback. small decent tank hunting squad with lots of anti infantry support. Course I love the humble HB.
   
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Horrific Howling Banshee






Charleston, South Carolina

List

Librarian Force Dome/Gate of Infinity
Sternguard (9) 6 combimelta and PF, Drop Pod w/LB
Dread Assault Cannon, CCW/HF, Drop Pod w/LB
Dread MMelta, CCW/HF, Drop Pod w/LB
TacSqd LC, Flamer, PF, RB w/LC and TL PG
TacSqd LC, Flamer, PF, RB w/TLLC
TacSqd HB, Flamer, PF, RB w/TLHB
Pred AC and HB SS
Pred AC and HB SS
Land Spdr Sqdn (2) Mmelta and HF
Land Spdr Sqdn (2) Mmelta and HF

I will drop a dread and stern or 2 dreads 1st turn. The Lib can gate around the 3 LB to hit targets. The 3 Tac Sqd's will combat squad and leave the heavy weapon behind, while the PF, flamer, and 3 bolters move forward in the RB's. The Preds are for long range support, and the land speeders drop in on high value targets. They can handle armor or infantry.

The list contains 5 Mmelt, 6 combimelt, 4 lascannon, 1 assault cannon, 1 TL plasma, 2 Autocannon, 9 Sternguard, 6 Heavy flamers, 3 flamers, 6 Heavy bolters

I think it is well balanced.

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Army C,

Looks good. Should be able to handle a variety of opponents. Just make sure you keep your units supported and don't strand them out on an island. The trick with Marines is that while all units are good, none are exceptional and require support to truly shine.

Mike K.
   
Made in fi
Twisted Trueborn with Blaster






How I wield my Tactical Squads:
Power Fist, Multi-melta, meltagun and Rhino
Lots of melta and S8 in case a Dreadnough comes
Missile Launcher, flamer
The basic all-around
Lascannon, plasma gun, combi-plasma
My man-portable has yet to hit something after one year, but this squad is meant for hunting Demon Princes, and at longer range, Vehicles.

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Death-Dealing Devastator






Personally, I'm not a big fan of the Multi-Melta, you charge up within 12'' of the tank and have to wait a turn before you can fire it. By that next turn, one of three things could've happened: your unit gets minced by the tank, the unit gets tank shocked and runs away, or the tanks just zooms away.

I'm planning on sticking the Marines in a Drop Pod with a meltagun and a Plasma Cannon (once I buy the blister, the box only came with a Missile Launcher) That way, once they drop, I can combat squad them if I wish, one with the meltagun and the other with the plasma cannon, quite versatile, don't you agree?

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Multi-Melta isn't as good as people think, but if you do put a Tactical Squad in a Rhino and plan to pop a tank, why not take a Multi-Melta at the same time as you must get very close to shoot those meltaguns..
I know you can shoot them while moving but still...

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Charleston, South Carolina

Seems to me that Multimelta is best on the Land Speeder. Then you can deep strike. Then you need drop pods and locator beacons. Then you need the rest of your army to supprt that strategy.

I hope it doesn't become cookie cutter.

Melta's are great. The math is undeniable, the trick is getting to take the shots.

One trick ponies do not make good 40k lists.

So you can have too much of a good thing.

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IF i use tactical squads, it would have to be:
10 Marines, Flamer, Combi-flamer, Multi-Melta, Pod.
10 Marines, Melta, Combi-Flamer, Multi-Melta, Rhino.
10 Marines, Plasma, Plasma Cannon. Foot.

But I don't use tactical squads or scouts in my SM army...

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I don't know if I'm horribly wrong, but marines work the opposite of what you'd expect, in that the tactical squads support the rest of the army, rather than the other way around. You need tacs to hold objectives, but pound for pound there are better options up and down the codex.

I ran marines until the new IG book came out, haven't touched them since, and I did ok (a little better than .500 at tournies) building around sicarius:

Sicarius
3x Dread w/ AC/heavy flamer
2x Tactical w/Melta, fist, combimelta, multi-melta, HB R-back
2x Tactical w/Melta, fist, lascannon, HB R-back
3x predators w/AC HBx2

It wasn't bad, but tended to crumble to really hard armies (like demons).
   
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Houston, TX

Congrats on that 4th post trolling cptjoeyg.

One nice thing about tac squads is that you can pick up nice heavy weapons for free or cheap. Compare a lascannon or plasma cannon cost on a dev to a tac. So, if you want to squeeze in more plasma, for example, do it on your tacs if you can.

I also agree that MMs work great on speeders. But the 24 range also works well on a midfield squad to make a nice death zone. First turn move 6 and run into position. Then you have a nice coverage area to block most transports. S8+ +1 on the damage roll isn't shabby against most transports. It also means a 48(!) inch diameter threat range with a 24 inch diameter melty zone. Very nice for blocking transport routes.

This message was edited 1 time. Last update was at 2009/10/01 19:22:03


-James
 
   
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Eidolon wrote:i run mine with power fist, combi melta or combi flamer, a melta gun, and a lascannon

kills anything dead


I run a similar build with all of my tac squads.

Squad 1:

Powerfist, combi-flamer, meltagun, multimelta

Squad 2:

Powerfist, combi-flamer, meltagun, plasma cannon

Squad 3:

Powerfist, combi-melta, flamer, lascannon.



I'd definately give a powerfist to the sgt. 25 points seems expensive, but consider it a "hidden" powerfist. The only way you're going to lose that guy is if you get mindwar'd or specifically targeted in some other exotic way. In most cases, your opponent will have to eat 9 Marines before he gets to that powerfist. That's golden.


So, I'd run Sarge with a powerfist, keep the flamer and the missile launcher on there. They're both fine, nice and versatile and free. If you want to, you can always just model whatever you like onto the bolter and have yourself a combi weapon.

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Ive got 4 at 2000.
3 with Pfist, combi melta, melta, lascannon
1 with Pfist, combi flamer, flamer, Pcannon
1 of the melta and the flamer squads have asscannon razorbacks. Lets me deal with anything, along with giving a boost to my terminators and vindicators.


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