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Made in us
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wait wait wait wait... huh..?

I believe the following should be amended.


Page 134 under the Tactical squad entry on the options table

*If the squad numbers ten models, one space marine may replace his boltgun with one of the following
- a heavy bolter, multi melta, or a missile launcher
- a plasma cannon
- a lascannon
- a heavy flamer + 15 pts

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Water-Caste Negotiator



Lafayette, IN, USA

This would make it more like CSM.

However, you have to think that you can combat squad and put them in a Razorback...

I actually have a full body tattoo, but it's of an invisibility cloak, so you can't see it.



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Made in gb
Ultramarine Chaplain with Hate to Spare





Or give them the choice to have either 2 spec or 2 heavy (or one of each) and whilst your at it sort their wargear so they get CCW and BP like everyone else!

Heavy flamers maybe a little OP imagine a tac squad with flamer, heavy flamer and combi-flamer in a DP! Pretty brutal for a troops choice especialy in a Vulkan list it would just be horrific!!!

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wait wait wait wait... huh..?

FlingitNow wrote:Or give them the choice to have either 2 spec or 2 heavy (or one of each) and whilst your at it sort their wargear so they get CCW and BP like everyone else!

you'd have to re-arrange the points cost i'd think... two free flamers would also be a bit OP imho

FlingitNow wrote:

Heavy flamers maybe a little OP imagine a tac squad with flamer, heavy flamer and combi-flamer in a DP! Pretty brutal for a troops choice especialy in a Vulkan list it would just be horrific!!!


That's why I made it 15 points... but i see where you're coming from on this

I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

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Ultramarine Chaplain with Hate to Spare





you'd have to re-arrange the points cost i'd think... two free flamers would also be a bit OP imho


Space Wolves get this and for 150 point total rather than 170 point (before transport and other upgrades) and can take one weapon before being a full 10 man squad...


That's why I made it 15 points... but i see where you're coming from on this


I'd say it would have to be about 25 points because imagine that combo 3 times over in DPs with melta-combimelta tac squads as the other 3 in a Vulkan list. You wouldn't even need elites or heavy support!

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wait wait wait wait... huh..?

but 25 points is as much as a sternguard, and we're only talking about adding one weapon. Yes it's a truly potent one, especially due to Vulkan, but 25 points is a LOT to spend, and it also puts it out of reach of most non vulkan lists.

I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

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Made in gb
Ultramarine Chaplain with Hate to Spare





but 25 points is as much as a sternguard, and we're only talking about adding one weapon. Yes it's a truly potent one, especially due to Vulkan, but 25 points is a LOT to spend, and it also puts it out of reach of most non vulkan lists.


I'm not sure at 25 points i'd seriously consider it even in a non-Vulkan list and would have several in a Vulkan list.

It is not so much the potency of the weapon but the move and fire nature. Tac squads are normally held up by their heavy weapon this weapon would release them of that and would give them a significant tactical advantage. Also at 25 points (if you also add in my 2 spec or 2 heavy option) would mean you'd have to pay 50 points for 2 and I couldn't see anyone doing that as again I think at 30 points it would be an OP option just as taking 1 at 15 points is for me.

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Raging Ravener




Ohio


My experience with tactical squads is that you give them a heavy weapon and put them in a rhino. Drive them to a spot where they have a good field of fire (usually the first turn, deploy smoke launchers), and then if you have a couple tactical squads, there is a nice circle of death your opponent should pretty much avoid at all costs. And you can get around the heavy weapon disadvantage through combat squads, so the half with the assault weapon can move and the half with the heavy weapon can stay stationary.

Paying 15 points for a heavy flamer seems like a cool idea, but IIRC, without precedent, since Tactical Marines have never had access to heavy flamers. I support giving them a 2nd flamer for free though as the reward for a full squad. I think heavy flamers are more of an elites/heavy support option.

 
   
Made in gb
Jealous that Horus is Warmaster





London, UK

Sergeants should be 2 wounds.

You should be able to decide whether to equip them in assaulty flavour, or regular Heavy+special. (Not both in the same squad.)

I mean, they're supposed to trained in all aspects of warfare once they get to tac marine status.

Here's a thought; would it be too overpowering to allow 0-1 apoth, 0-1 St. bearer and 0-1 company champion across Tac squads too. (For a chunky points cost of course.)

It means I'd get to use the models again, and it would tailor tac squads to a specific purpose, making them half decent again.
   
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Tactical Squads are already really good, there's no need to make them better.
   
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Automated Rubric Marine of Tzeentch






VA Beach

This is why Chaos is better. (Sorry, I just had to do it.)

Yeah, I think two special weapon options is in order.


Let the galaxy burn.

 
   
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Long-Range Land Speeder Pilot





Fetterkey wrote:Tactical Squads are already really good, there's no need to make them better.


QFT

As far as I'm concerned end of story. There really is no NEED to make them better

This message was edited 1 time. Last update was at 2010/02/15 19:19:05


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