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Made in us
Winter Guard




Hudsonville, MI

Hey guys, wasn't sure if this should go here or General, appologies if this is the wrong thread.

My question is in regards to the sergeants that people have in their tactical squads of marines. What is typical equipment? Back when I used to play (8yrs or so) all sergeants came with a Bolt Piston and a Chainsword.
Seems to me, and I'm saying seems, because I haven't actually gotten a game in since getting back into the hobby, that for say a tactical marine squad I'd want the sergeant to using a Bolt Pistol and a Bolter to add another shot to the unit. However I'm just not sure. Or should I be buying upgrades, like Storm Bolters or Power Weapons? I picked up a box of Dark Angels Veterans I wanted to use as my Unit Sergeants to set them appart at least for the extra attack they recieve. So should I be spending points on Tac Squad Sergeant upgrades? Or should I equip them like the rest of the unit? I suppose I should play some games, but I wanted to get these models put together so I don't like like a scrub when I finally get one in. Appreciate any feedback.
   
Made in us
Bounding Assault Marine






The bolt pistol/chainsword give the non-assault unit an extra single S4 attack in close combat while giving up a potential rapid fire bolter shot. I guess what I mean is they are pretty even aside from purpose...

I run my tactical sgts a couple of ways, in order of preference:

Combi-plasma
Power fist + combi-melta
Combi-flamer
Plasma pistol
Plasma pistol and power sword.

I leave the rest out. I pair up the combi weapons with the squad's special to double the shots/template in that all important bubble when you are in range and need max effect.

MM.
   
Made in us
Charing Cold One Knight




Lafayette, IN

I go with pistol and chainsword. I'm willing to give up a single shot, but in CC a single wound counts for much more. But I'm also a cheapskate, and won't pay for upgrades. They tend to be too expensive for any option, and even then they don't do all that much. Which is a recurring theme when it comes to marine Tac squads.

Now assault units are a different matter, the sarge doesn't account for as much percentage of CC ability, but he often is the only model that can take useful anti IC, Dread, or MC gear. Since a assault squad is more likely to be thrust into aggressive but dangerous position, an investment in the offensive ability for the squad makes more sense.

 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

i run salamanders so, this is my sgts load out:

combi melta
melta bombs
power fist

might seem like a bit, but, it seems that there is usualy a few extra points at the end of my lists, so, all sgts have this loud up, i run three tactical squad (at ten).

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

With my Tacs I tend to Favor Power Fist/Combi-Plasma
Assualt Squads Paired Lighting Claws [Fluff Reasons] and Melta-Bombs.
Devs I tend to just go with a Bolt Gun/Bolt Pistol or Chain Sword.

Space Wolf Player Since 1989
My First Impression Threads:
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Made in us
Battleship Captain




Oregon

For Loyalists, I'm more partial to the Power Weapon and Bolt Pistol. Its cheaper then the Power Fist but many Loyalists only have 1 attack instead of the 2 for CSMs or Space Wolves so the entire squad lacks assault power but the Power Weapon helps boost this.

Since you can use Combat Tactics to run away from MCs or Dreads, having a hidden Power Fist just in case means less then other armies.

   
Made in us
Death-Dealing Devastator




Online

Almost always as

Chainsword
Bolt pistol
Meltabombs


Though in higher point games (2k+) i will use

Bolt pistol
Power weapon
Meltabombs
   
Made in us
Hellacious Havoc





Logan, Utah

My favorite is a bolter and Powerfist. If I can scrounge the points I would have a combi-melta (I love the face of an opponent who doesn't expect a tank popper when He marches up with a dread). Bolt Pistols on a special weapon equip marine is a waste (unless it is an assault squad) beccause you don't get the extra attack from the extra CC weapon.

But for a cheap Sergeant stick with the bolter IMO.

 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Absolute favorite so far is the bolt pistol and powerfist. Expands their list of viable (if barely viable..) targets a lot. May try combi flamer + PF when I run my shrike list.
   
Made in gb
Regular Dakkanaut




Merseyside, UK

Bolter + Power Fist. Keeps them shooty and threatens MEQs, Walkers or MCs that might want to assualt the squad

Peace!

Fear Me, For I Am Your Apocalypse 
   
Made in au
Fresh-Faced New User




How many squads are you going to take?
what will be there objective on the field?
what can they take to help accomplish that objective?
do they all need the same weapon loadout?

tank hunting meltabombs combi melta possibly powerfist if points persists.
troop killer ionno on the assault you got 3 attacks but your squad has 2 and no power weapons. Prob keep them at firng range and get a storm bolter maybe a plas pistol power weapon to recieve the inevitable charge.... personal preferances i guess


   
Made in us
Xeno-Hating Inquisitorial Excruciator




This is one of these most argued about topics in exsistance.

The fact of the matter is that there are two rules:

1) Use him to support whats in the rest of the squad, for example, if they tactical squad has a meltagun, give him a PF and combi-melta.

2) Power sword plus bolter = no go, you lose an attack, and waste the points you put into the power sword
   
Made in us
Winter Guard




Hudsonville, MI

padfoot wrote:How many squads are you going to take?
what will be there objective on the field?
what can they take to help accomplish that objective?
do they all need the same weapon loadout?

tank hunting meltabombs combi melta possibly powerfist if points persists.
troop killer ionno on the assault you got 3 attacks but your squad has 2 and no power weapons. Prob keep them at firng range and get a storm bolter maybe a plas pistol power weapon to recieve the inevitable charge.... personal preferances i guess




This is just it, I don't know yet. I'm going to try to get my first game in years in tonight. First time running 5th edition (since 3rd). I'm playing Dark Angels, but playing them as Codex Marines as I'm not utilizing Deathwing or Ravenwing anywhere in my force. I'm sure I'm going to have to just suck it up and loose a handful of games before I fully realize what I need to change and work with. I mainly just wanted to get some models put together. I guess I might have to go non WYSIWYG for a night or two before I assembly them.

As for the army, from what I've read I want to make sure I can objective cap. So I went heavy on troop choices, and I'm afraid this will be the weakness in my force. The second object was to learn the capabilities of each weapon, so you'll notice a fair variety of weapon choices. What I'm worried about is my Assault Squad will carry the brunt of my workload with the missile launchers and plasma cannons picking up the slack. If they drop, I'm screwed I think.

1 Chaplain with Jump Pack & Plasma Pistol
10x Assault Marines with 2 Plasma Pistols & Sergeant with Plasma Pistol
(This unit is based on my 3rd Edition Experience, unfortunately, like then it's a lot of points wrapped up into one squad, I'm pretty sure I should be using bikes with meltas for their primary tasks) But lore / fluff wise I really like having this assault squad

The rest of the army is very vanilla and this is what I think is going to hurt me, it makes the above unit even more of a target
10x Tactical Marines with 1 Flamer & Missile Launcher
1 x Razorback APC (this is also where I have a question. Someone said they thought and couldn't confirm that I cannot take a Razorback for a 10 man squad. I assumed with Combat Squads I could place 5 in the Razorback and put the other 5 on foot on the field)

10x Tactical Marines with 1 Meltagun & Missile Launcher
1x Rhino APC

10x Tacical Marines with 1 Plasma Gun & Plasma Cannon
1x Rhino APC

5x Scouts with Sniper Rifles 1x Heavy Bolter w. Hellfire Shells
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

I mostly leave them with their general equipment, sometimes a power weapon or plasma pistol. As I play Dark Angels, my sarges have no access to combi weapons, but if they did, it would be my favoured option.

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in au
Fresh-Faced New User




Well GL with the match.
I think your on with the right idea, just play with a fairly standard army and see what bells and whistles are going to best compliment your playstyle.

although i am going to say, ravenwing and deathwing are gooooooood, get on em.
Being that fast gives options, seizes initiative and forces countermeasures, ask a DA player if speed counts for anything and the undeniable answer will be speed is the sum and the whole.
And Terminators with extra stuffs, well enough said there already leet and now you can add some extra leet sauce to it.

I personally dont like scouts i took them in a 10 man squad but 4s all round kinda sucks for me (bs 3) I might be spoilt by 3s but that doesnt change the fact that i had better luck with 5 bolters than i did with10 sniper rifles

Looking forward to hearing how you go brother.

This message was edited 2 times. Last update was at 2011/05/05 09:10:30


 
   
 
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