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Made in gb
Screaming Banshee






Cardiff, United Kingdom

So I gather the point of SM is to hop in some rhinos, disembark at rapid fire range and unleash the pain...

What's the point of giving a sergeant a chainsword then? Should he not just keep his bolter? Or do people like to give them power weapons?

   
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Mekboy Hammerin' Somethin'





Battle Creek, MI

I always go Chainsword/Bolt Pistol because they look bad ass with that combo

   
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Member of the Malleus




Pasadena, California

Power weapons. Or fist.


 
   
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Death-Dealing Ultramarine Devastator





Arlington, Texas

it depends on what sargent you refer to. for TAC squads they do not need to be in CC if you can help it. That sarge could use a boltgun. however for like sterguard it would depend on the units role in your army. chainsword, PW, PF for CC - bolter, special wep, for non-CC

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Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

Usually Combi-flamer/melta and a pistol

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Combat Jumping Ragik






Usually combi-flamer / melta

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Ladies Love the Vibro-Cannon Operator






Hamburg

When I play a Termie heavy army, then the Sergeants will usually not be upgraded.
Otherwise, I give them power fist and combi-weapon.

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Dallas Texas

Henners91 wrote:So I gather the point of SM is to hop in some rhinos, disembark at rapid fire range and unleash the pain...

What's the point of giving a sergeant a chainsword then? Should he not just keep his bolter? Or do people like to give them power weapons?


Power weapon and fist.


However I do think a storm bolter would be pretty nice on them as well.

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Tower of Power






Cannock

Tacticals don't belong in combat unless units of 10. In that case a power fist and a combi weapon. If doing combat squads just a combi weapon is fine.

This message was edited 1 time. Last update was at 2010/05/12 16:49:20


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Lost in the warp while searching for a new codex

Why would you pay for a PW if you combat squad when you in the previous sentence said that they dont belong in CC?

Tacticals should never have a PF nor a PW imo. Unless you have Pedro or Lysander as commander and such have the crappy stubborn USR. Then a fist might be a good idea for that slim chance to whack a Walker that would otherwise tarpit you.

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Leutnant







IMNSHO Tac Squad Sgts need to be toting PF and Combi Meltas, maybe if your lacking some anti horde(which you shouldn't with those boltgun/pistols near by) a Combi Flamer is not a bad choice either.

I have always taken them, and never once been let down, other by anything other than my dice. though it really depends on what you are up against, if you are up against lots of Horde Lists with lots of squishy bodies a PW is a slightly better choice. I just find the fist to be a little more of an all round weapon, at str8 there are lots of Characters you can ID with it, or take a wound or two off a Monsterous Creature. the same goes with the Combi Melta, it can tackle IC's, MC's and Armor decently, by simply adding another melta gun shot you chances of frying a tank that turn go up.

is this Sgt costly, yeah, but you get the best all round power this way, at least in my mind.

just what I have learned and seen on the table when fighting plenty of armor and lots of walkers in my meta.



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Annoyed Blood Angel Devastator





PF/combi melta



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Cannock

tedurur wrote:Why would you pay for a PW if you combat squad when you in the previous sentence said that they dont belong in CC?

Tacticals should never have a PF nor a PW imo. Unless you have Pedro or Lysander as commander and such have the crappy stubborn USR. Then a fist might be a good idea for that slim chance to whack a Walker that would otherwise tarpit you.


Ah bah! You caught out my typeo lol. I meant combi weapon, now editted Thanks for stopping me looking like a burke for a lengthy amount of time.

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Screaming Banshee






Cardiff, United Kingdom

Wow, I was really surprised by these replies

I can see why you'd take a PW but a PF?! Isn't that just a massive point sink for something a Tac Squad hopefully shouldn't be doing?

   
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Annoyed Blood Angel Devastator





If your opponent is beating you by alot then they will almost definately be assaulted so having one model that can do some damage is not a bad thing. Also if an enemy veichle drives by (if your squad has gone for the less heavy weapon aproach) you can inflict serious hurt.



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The ruins of the Palace of Thorns

I give them bolt pistols and chainswords because that is what s on my 2nd Ed models. I also give them melta-bombs, just to make them a threat to vehicles and walkers.

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Tower of Power






Cannock

Henners91 wrote:Wow, I was really surprised by these replies

I can see why you'd take a PW but a PF?! Isn't that just a massive point sink for something a Tac Squad hopefully shouldn't be doing?


If you mean shouldn't be in assault then shouldn't that be the same case for a power weapon? After all at least against tanks the tacts have krak grenades.

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Henners91 wrote:Wow, I was really surprised by these replies

I can see why you'd take a PW but a PF?! Isn't that just a massive point sink for something a Tac Squad hopefully shouldn't be doing?


Sometimes you can't help getting into combat.



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yeah i tank pfists to punch out walkers. its like taking a pklaw in an ork mob, you need to take it against walker or you'll just be stuck in combat forever.

but i like plasma pistol ccw. or a good ole pfist

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Power weapon & Plasma Pistol.








 
   
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Typically PF and Bolter. I've always wanted to give combi-weapons a try, but I can never seem to find the points for them...


 
   
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The Conquerer






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Powerfists, if points are tight a power weapon.


A powerfist is a psycological weapon. it prevents walkers, MCs, and ICs from charging you.

they also allow you to pop tanks. I run squads with Melta-guns for shooting down tanks and then a PF incase they survive.


power weapons combine well with flamers. a squad of 5 marines shooting 4 bolt pistols(or 3BPs and a flamer) and a flamer and then charging can put a serious dent in a squad of boyz.

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I usually go for a PW and a Plasma Pistol, but I do play an army with advantages in assault.

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Wicked Warp Spider




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Basic equipment for devastator sergeants.

Fist or power weapon for assault sergeants.

Sword, plasma pistol or basic equipment for tac sergeants.

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Charing Cold One Knight




Lafayette, IN

I give my sarges a PW, bolt pistol, and melta bomb. The reason being is I have a melta gun in the combat squad he goes in, so he often ends up in combat (angry guys shot out of transports). So having 3 attacks that ignore armor is nice (4 on the charge, when they get it). I give him a melta bomb, so he can assault and occasionally blow up tanks the meltagun fails to kill. I don't give him plasma pistol, since I've peronally have had bad luck with them, and combined with PW costs too much.

If I ran my tacticals as a back line unit, I probably wouldn't give him anything, though having the PW is nice for counter attacking an assault unit. Probably won't win, but at least you will do some damage.

 
   
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Ontario

For Tacticals: I prefer either a Power Weapon and pistol of any variety, or a chainsword and a plasma pistol. I also don't mind having a nice SB, but those are no requirement.
For Assaults: Either Power Weapon + Combat Shield + Plasma Pistol, for cheaper squads, or PF/TH and SS. LCs aren't too bad either.
For Devs: SB and maybe a Power Weapon.
For Bikes: Power Fist.
For Scout Bikers: Power Fist.
For Vanguards: Relic Blade and Storm Shield. Also, Jump Packs.
For Sternguard: Combi-Plasma Gun
For LotD: Storm Bolter and Power Weapon.
For Termies: Lolwut?
For Scouts: Shotgun and Power Weapon.

All have meltabombs, btw.

This message was edited 1 time. Last update was at 2010/05/15 21:48:49


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Ontario

Powerfist and combi weapon. It is expensive yes but my main opponent runs space wolves and I have been killed by too many characters that a fist just instants deaths to not take it anymore.

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Boston, MA

Always take a PF or PW for assault insurance. Sure, you don't plan on them ending up in combat. But its still nice to be able to carve your MEQ+ armor on turn 5 or 6 when one last annoying holdout is on an objective and needs to go away and it didn't happen in shooting. Also good for making walkers and big bugs who've already taken 4 or 5 wounds trepid about charging in.
   
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Lewa2321 wrote:Typically PF and Bolter. I've always wanted to give combi-weapons a try, but I can never seem to find the points for them...


This.

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