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Free Chainsword+BP
Free Bolter
Power Weapon+ BP
Powerfist
Combi-Weapon
Power Fist+ Combi Weapon
Power Weapon+Combi Weapon

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Made in ca
Bloodthirsty Chaos Knight




What do you think the best way to outfit codex Marine Tactical Squad Sergeants and why?



This message was edited 2 times. Last update was at 2011/03/16 17:09:34







 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

i play salamanders, so, cobmi meltas are the way to go. drop pod in and i at least have two melta shots at a tank, dread, or some other targer, cobi and melta.

i try to keep my tactical squads out of close combat and let them hold objectives, if possible.

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265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Terminator with Assault Cannon






OKC, Oklahoma

What.. no option for PW and Combi-melta?

Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!

Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."

:Nilla Marines: 2500
:Marine "Scouts": 2500 (Systemically Quarantined, Unsupported, Abhuman, Truncated Soldiers)

"On one side of me stand my Homeworld, Stronghold and Brotherhood; On the other, my ancestors. I cannot behave otherwise than honorably."
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

a combi weapon matching the squads special.


if you have points, the flamer squads get a PW, melta squads get a PF.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

scubasteve04 wrote:What do you think the best way to outfit codex Marine Sergeants and why?
That is not a simple one answer question. It depends on the role of the sergeant. It also depends on the composition of your army. For example, if you have a ton of meltas already in your army, adding a combi-melta does not buy as much as a combi-flamer.

However, here are some examples, if its a.....
Scout squad Sergeant who will be assaulting turn 1 in a Shrike army : PF
TAC squad Sergeant deployed aggressively mid-board : Combi-Melta or PF
TAC squad Sergeant deployed to hold home objectives : Combi-Weapon or ~none~
TAC squad Sergeant in an anti-Horde TAC squad : Combi-Flamer
Bike army Sergeant : PF
   
Made in ca
Decrepit Dakkanaut





Deleted

This message was edited 1 time. Last update was at 2011/03/20 14:04:39


 
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

I would go with a matched combi-weapon with the squad, personally.

2000 pts 
   
Made in ca
Bloodthirsty Chaos Knight




Nurglitch wrote:There's only one best way to do anything...

Oh, wait, you're serious?


Just because a unit can be outfitted and used for a varity of different roles (I assume this is what you are implying), does not mean there is a top configuration for said unit.

Dreadnoughts can be outfitted to fill a varity of roles, but the 2x TL AC is generally considered the best.

The Valk/Vendetta can be outfitted and used for a varity of roles, but the vendetta is without a doubt the best config.

Long Fangs can be outfitted for a varity of roles with a wide selection of weapons, but Missiles are considered the best.

There is a wide selection of Imperial Guard Artillery, for a wide selection of different strengths and weaknesses, but the Manticore is considered the best.






 
   
Made in us
Dominar






The only role I've ever seen Tac squads do well is shooting, and assaulting '3' stat units that '4' stat units should beat by dint of stat line.

To that end, I'd match combi with the squad special, and forget about anything else. The power weapon does almost nothing meaningful in combat and the fist simply costs too many points.

I actually have healthy respect for Scouts as an assault unit, so there I am willing to shell out for a fist since that aids in their primary role.
   
Made in ca
Flashy Flashgitz





I like the combi weapons, specifically the combi flamer but the melta can be nice to have in the mid field.
   
Made in us
Napoleonics Obsesser






For tacticals, just take the bolter. Tacts are so awful in assault. It's not even worth it to take a fist (that will never get used 90% of the time).

For assault marines, take a fist or a power weapon. Assault marines can actually benefit from special weapons.


If only ZUN!bar were here... 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot







Fist on a scout sergeant is great for outflanking and popping those pesky backfield tanks and artillery.

That said... I think labmouse has the winning answer:
labmouse42 wrote:
scubasteve04 wrote:What do you think the best way to outfit codex Marine Sergeants and why?
That is not a simple one answer question. It depends on the role of the sergeant. It also depends on the composition of your army. For example, if you have a ton of meltas already in your army, adding a combi-melta does not buy as much as a combi-flamer.

However, here are some examples, if its a.....
Scout squad Sergeant who will be assaulting turn 1 in a Shrike army : PF
TAC squad Sergeant deployed aggressively mid-board : Combi-Melta or PF
TAC squad Sergeant deployed to hold home objectives : Combi-Weapon or ~none~
TAC squad Sergeant in an anti-Horde TAC squad : Combi-Flamer
Bike army Sergeant : PF

6,000
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Made in ca
Bloodthirsty Chaos Knight




Originally meant for the poll to be about Tactical Squad Sergeants; but failed to clarify this.

Other Seargents I find are easier to outfit, because they usually have very defined roles (Scout, Dev, Assault, Bike)




This message was edited 1 time. Last update was at 2011/03/16 17:14:15







 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





My tactical sergeants may be given a combi-flamer to deal with a large squad that will be assaulting in the near future, or to push out an infantry squad in cover/off an objective in addition to his powerfist...but he always at least has the powerfist.

I know, I know. I can hear some people muttering now: "Combat tactics is free!" Combat tactics is also depending on you rolling high and your opponent rolling low, and that you fall back in a way that lets you wind up more than 6 inches from all his models, which given that you were in CC immediately beforehand might just be able to advance and continue the argument. I use it when I can, but there are times where it WILL Fail, and times where it wouldn't convey me any advantage.

And usually...if a powerfist in a tacsquad fails to do SOMETHING useful before they or the enemy is dead, You..yes *You* The commander, have probably done something wrong or your tacs have managed to get into a situation where no upgrade you can fit on a single tac squad would have really helped.

Examples!

You got hit by a 15 man bloodclaw pack containing two power weapons and a powerfist, led by a wolf guard terminator with a powerfist! (Pre-5th ed codex!)
60 Toxigland hormagaunts to the face!
Trio of leman russ from the far table corner!
Unwashed children near the gaming area!
Lash and obliterator/demolisher!
Two CCS chimeras loaded to the gills with plasmaguns just pulled up into rapidfire range!
More unwashed children near the gaming area!
Disgruntled lovers, your army cases, and public garbage disposal!

This message was edited 2 times. Last update was at 2011/03/16 17:16:05


 
   
Made in ca
Bloodthirsty Chaos Knight




I play Imperial Fists, and my tactical squads are stubborn, so when they get into combat (by choice or not) they are usually stuck in it until one side is destroyed. Because of this, I really want to fit a close combat upgrade on my sergeant, but I simply can't find the points for powerfists.

Right now I only have the chainsword and pistol on my Tac Sergeants. Instead of the combi-weapon, I just took a hunter killer on the rhino which essentially is the same thing.






 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Honestly between a HK Missile and power weapons for the tacs I would take the power weapons hands down, even if it is a couple more points. Power weapons are really not expensive, fists are definitely in the "Ouchie." category of pricing, but it also depends on how many you are needing. Whats your standard list look like?
   
Made in ca
Bloodthirsty Chaos Knight




SOFDC wrote:Honestly between a HK Missile and power weapons for the tacs I would take the power weapons hands down, even if it is a couple more points. Power weapons are really not expensive, fists are definitely in the "Ouchie." category of pricing, but it also depends on how many you are needing. Whats your standard list look like?


My 2k list is:

Lysander-200pts
5x TH/SS, Redeemer, MM, EA- 465pts
10x Marines, Missile, Melta, BP/CCW Sarge, Rhino with HK, dozer- 225pts
10x Marines, Missile, Melta, BP/CCW Sarge, Rhino with HK, dozer- 225pts
5x Scouts, 4x BP/CCW, Sarge has Pfist/shotgun- 100pts
2x Typhoon Speeders- 180pts
2x Typhoon Speeders- 180pts
Land speeder storm, MM- 65pts
Vindicator, Dozer- 120pts
Vindicator, Dozer- 120pts
Vindicator, Dozer- 120pts

The Rhino upgrades were 30pts I had leftover to burn. If it were 50pts, I would take 2x fists on my tacticals hands down. Even dropping the dozers on the vindicators (which I am extremly hesitant to do) that only gives me 45pts extra, coming 5 pts short.

My only real alternative is swapping the HKs for combi meltas on the tactical sergeants.


This message was edited 1 time. Last update was at 2011/03/16 17:44:12







 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





30 points gets you a pair of power swords for those sergeants at least, If you are having a lot of CC contact with your tacticals. I still prefer the fists for IDing multiwound models and easily wounding T5+ and vehicles...but if the points just are not there, they are not there!
   
Made in ca
Bloodthirsty Chaos Knight




SOFDC wrote:30 points gets you a pair of power swords for those sergeants at least, If you are having a lot of CC contact with your tacticals. I still prefer the fists for IDing multiwound models and easily wounding T5+ and vehicles...but if the points just are not there, they are not there!


Well, considering Lysander, the Vindicators, and the TH termies, there is no shortage of insta death to pass around






 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

why would you buy 2 power swords when a power sword and Bolt pistol do the exact same thing?

or did you mean 2 swords for 2 sergeants?

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

I personally like the Chainsword+Bolt Pistol for three reasons:

It looks BA on the model
Its free
It gives him base 3 attacks. I love when I have two tacs left in an assault (sarge and one normal), the guy hands me the dice and I say "Ok thats 4 attacks for me" and he usually gets a puzzled look on his face.

 
   
Made in us
Charing Cold One Knight




Lafayette, IN

I use nothing but BP/Chainsword. I don't see the point in spending more on guy who sucks in assault, and main purpose is to give better LD to a squad. I almost think combis are worth it, but I don't use my tacticals that way, and they are too expensive.

 
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

Chainsword, and a Combi of whatever special weapon the squad has.
   
Made in us
Terminator with Assault Cannon






OKC, Oklahoma

Well... If you are using the LSS as a transport for the Scouts, the MM is limited use. Keeping the HB or HF gives you more mob killing power and can soften up blobs nicely for the assault from the debarking Scouts.

The HB saves you 15pts, the HF only 5.

Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!

Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."

:Nilla Marines: 2500
:Marine "Scouts": 2500 (Systemically Quarantined, Unsupported, Abhuman, Truncated Soldiers)

"On one side of me stand my Homeworld, Stronghold and Brotherhood; On the other, my ancestors. I cannot behave otherwise than honorably."
 
   
Made in us
Regular Dakkanaut




sourclams wrote:The only role I've ever seen Tac squads do well is shooting, and assaulting '3' stat units that '4' stat units should beat by dint of stat line.

To that end, I'd match combi with the squad special, and forget about anything else. The power weapon does almost nothing meaningful in combat and the fist simply costs too many points.

I actually have healthy respect for Scouts as an assault unit, so there I am willing to shell out for a fist since that aids in their primary role.


+1

You pretty much summed it up. Whatever tacs can beat in combat, they don't need the fist for. Whatever they can't beat in combat, the fist isn't going to change. But, especially with flamer or plasma, doubling up the squads firepower on that one key turn... is way better than 10 points. We're talking about a 200 point squad that can effectively double it's shooting effectiveness for about 5% increase in cost. Yes please.

My favorite: 10 tactical marines, multimelta, plasmagun, combiplasma, rhino. Matching range-banding (both are good at 24" and better at 12") with 3 low AP weapons. Threatens vehicles, light infantry, heavy infantry, MCs... Can fire as many as 5 AP1 or AP2 shots on a key turn depending on the situation (best case scenario is actually when something comes close and kills the rhino). That's a lot of firepower from a 225 point scoring unit.

-Myst
   
Made in us
Terminator with Assault Cannon





Matched combi-weapon, or a combi-flamer for 5 man Razorback squads that don't get special weapons. The effect of the combi-weapon is huge for a mere 10 points, so they're IMO pretty much auto-includes unless you're desperately strapped for points.
   
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Mekboy Hammerin' Somethin'





Battle Creek, MI

Didn't vote, didn't see dual Powerfist.

Angry Marines? No?

   
 
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