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![[Post New]](/s/i/i.gif) 2009/09/09 13:02:37
Subject: Best Loadout for tactical marines?
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Sinewy Scourge
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Can 10 man tacticals NOT combat squaded take Razorbacks?
I always assumed no.
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2009/09/09 13:05:16
Subject: Re:Best Loadout for tactical marines?
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Elusive Dryad
Slightly left of the middle of nowhere
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To my knowledge there isn't any rule that says they can't, but they would have to shoot five of each other down before they could fit into the back. lol. That or give it to another unit.
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“First they ignore you, then they laugh at you, then they fight you, then you win.” Or in my case, First they look at you, then they laugh at you, then they fight you, then you lose. A short history of the Awesomarines |
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![[Post New]](/s/i/i.gif) 2009/09/09 13:57:25
Subject: Best Loadout for tactical marines?
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Lord of the Fleet
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Yep, they certainly can - they just can't get in unless there's only 6 left.
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![[Post New]](/s/i/i.gif) 2009/09/11 00:52:08
Subject: Re:Best Loadout for tactical marines?
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Fixture of Dakka
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Here is my optimal loadout:
9x tactical Marine/lascannon, meltagun
Sergeant/power fist & plasma pistol
Rhino
G
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![[Post New]](/s/i/i.gif) 2009/09/11 06:12:32
Subject: Re:Best Loadout for tactical marines?
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Sinewy Scourge
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Keefer wrote:To my knowledge there isn't any rule that says they can't, but they would have to shoot five of each other down before they could fit into the back. lol. That or give it to another unit.
Scott-S6 wrote:Yep, they certainly can - they just can't get in unless there's only 6 left.
Seems a little odd having a transport that requires backstabbing or apalling casualties to be effective.......
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2009/09/11 06:17:05
Subject: Best Loadout for tactical marines?
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Growlin' Guntrukk Driver with Killacannon
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They don't have to start in the Razorback though, so if you want a cheep light armored twin linked lascannon rolling around, that'd be a way to get it.
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![[Post New]](/s/i/i.gif) 2009/09/11 09:38:32
Subject: Re:Best Loadout for tactical marines?
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Lord of the Fleet
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Eyclonus wrote:Keefer wrote:To my knowledge there isn't any rule that says they can't, but they would have to shoot five of each other down before they could fit into the back. lol. That or give it to another unit.
Scott-S6 wrote:Yep, they certainly can - they just can't get in unless there's only 6 left.
Seems a little odd having a transport that requires backstabbing or apalling casualties to be effective.......
They can also use it as rolling cover, mobile fire support, transport when combat squadded, etc.
My chapter fluff has 10-man tac squads being deployed in pairs with razorbacks from thunderhawk transporters (they actually utilise that little transport compartment at the front, unlike other chapters). That gives them a ten-man twin heavy weapon firebase and ten-men with two specials and two sergeants in a pair of razorbacks.
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![[Post New]](/s/i/i.gif) 2009/09/11 20:00:57
Subject: Re:Best Loadout for tactical marines?
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Long-Range Ultramarine Land Speeder Pilot
Dallas, TX
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Scott-S6 wrote:That gives them a ten-man twin heavy weapon firebase and ten-men with two specials and two sergeants in a pair of razorbacks.
This is my favorite use of my tacticals as well. Two Plasma Cannons or one and a Lascannon on the home base, and two special weapons and Sergeants riding in Razorbacks. Then, above 1500 or so, I'll add a ML/Flamer/Powersword/Rhino squad to have a nice chunky, reliable, yet cheap objective scorer. This squad specifically is the one I send to the hottest objective on the board. The combat squads do tend to fold quickly if left unsupported. They either run together, or bide time until they can back another unit's play then sweep in to capture afterwards.
As far as the Heavy weapon argument goes; I think for a meltabomb's points, the Plasma Cannon is a steal. That's a HUGE discount from the Devestator price, and it's a weapon you can only find in a few places in the SM list (the Dreadnought being another great location, if pricey). If you never fire it, it's a very small investment wasted. If it fires and does nothing, it's a very small investment wasted. If it fires and wipes out a squad of deep-struck Terminators in a single shot, it's 195 points up! Even being used for hopeful shots at infantry in cover, you're going to hit frequently with the blast, and punish formations that clump together to get cover. You're going to wound on 2's against basically anything, and if you're firing at 2+ or 3+ save infantry, you'll be forcing them to rely on lower than normal saves. Honestly, just one good shot with a Plasma Cannon usually pays off the investment. You spend just under the price of 1/3 of a Space Marine to get it. Kill just one Marine and you're at 300% points efficiency. Str 7 can even be a threat to transport armor, giving them utility even on turn one against an all-mech opponent. I never leave home without 2, and I prefer 3 over 2000 points. When Sicarious is in play, I'll mix a Lascannon in as a Tank Hunter, but everyone else carries a PC.
This isn't to say the other options aren't good, just my findings with my playstyle and mix of opponents.
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Ultramarines Second Company - ~4000 points
Dark Eldar WIP - ~800 points
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![[Post New]](/s/i/i.gif) 2009/09/11 20:59:03
Subject: Re:Best Loadout for tactical marines?
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[DCM]
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Green Blow Fly wrote:Here is my optimal loadout:
9x tactical Marine/lascannon, meltagun
Sergeant/power fist & plasma pistol
Rhino
G
Power Fist and plasma pistol on the same 1W model?
Really?
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![[Post New]](/s/i/i.gif) 2009/09/12 07:50:44
Subject: Best Loadout for tactical marines?
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Longtime Dakkanaut
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My optimal load out for sm tac squads is as cheap as I can get it.
205-210 including a rhino is the best price.
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![[Post New]](/s/i/i.gif) 2009/09/14 01:59:24
Subject: Best Loadout for tactical marines?
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Utilizing Careful Highlighting
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I like the idea of specialist tac squads so building one thats anti tank than another based around infantry formations appeals to me.
Scott S6's use of melta/HB with MM Razor sounds like a reasonable compromise although you do lose your Mechanised element having to leave a combat squad behind.
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Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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![[Post New]](/s/i/i.gif) 2009/09/14 21:49:34
Subject: Best Loadout for tactical marines?
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Incorporating Wet-Blending
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GeneralRetreat: I have had similar experience with a PC tac squad. They are very nice, especially when Plague Marines or Termies show up. And the S7 template isn't bad against much of anything except heavy armor.
Green Blow Fly: lolwut?
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-James
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