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![[Post New]](/s/i/i.gif) 2012/11/30 15:53:06
Subject: Plague Marine Squad Size
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Stormblade
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How many plague marines should be in a unit?
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![[Post New]](/s/i/i.gif) 2012/11/30 16:03:37
Subject: Plague Marine Squad Size
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Morphing Obliterator
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I personally like squads of 5, so you get more special weapons.
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Playing mostly Necromunda and Battletech, Malifaux is awesome too! |
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![[Post New]](/s/i/i.gif) 2012/11/30 16:10:15
Subject: Plague Marine Squad Size
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Ladies Love the Vibro-Cannon Operator
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The sacred number is 7. Seven Plague Marines are a bit more durable than 5.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2012/11/30 17:08:54
Subject: Plague Marine Squad Size
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Sinewy Scourge
Commoragh (closer to the bottom)
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Plus they are sold by the 7! so its a win-win
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2012/11/30 17:56:32
Subject: Plague Marine Squad Size
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Morphing Obliterator
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Yup, 7 is the way to go
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2012/11/30 18:04:44
Subject: Plague Marine Squad Size
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Longtime Dakkanaut
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7
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![[Post New]](/s/i/i.gif) 2012/11/30 18:07:34
Subject: Plague Marine Squad Size
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Warp-Screaming Noise Marine
Canada!
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7 is sort of arbitrary.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/11/30 18:16:21
Subject: Plague Marine Squad Size
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Decrepit Dakkanaut
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Their magic number is 7. To do otherwise is to tempt fate.
7.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2012/11/30 18:20:26
Subject: Plague Marine Squad Size
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Nurgle Predator Driver with an Infestation
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I played with 7 recently in a unit and i had 2 by the end of the game. Playing in a 2000pt battle. Was fun and definitely worth it.
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![[Post New]](/s/i/i.gif) 2012/11/30 18:27:31
Subject: Plague Marine Squad Size
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Longtime Dakkanaut
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Four units of five are more useful than three units of seven.
They are fearless the extra bodies mean nothing. If for some reason you need more than five to do something just send two units.
The two extra specials, the more units to cap objectives, and the less you have to worry about overkill wounds far out weigh any advantage two extra bodies will ever supply.
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![[Post New]](/s/i/i.gif) 2012/12/11 19:13:08
Subject: Plague Marine Squad Size
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Spawn of Chaos
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Kevlar wrote:Four units of five are more useful than three units of seven.
They are fearless the extra bodies mean nothing. If for some reason you need more than five to do something just send two units.
The two extra specials, the more units to cap objectives, and the less you have to worry about overkill wounds far out weigh any advantage two extra bodies will ever supply.
I would disagree. The seven plague marines are more durable, and able to be usefull even with casualties. if a 5 man squad takes 3 casualties, 2 plauge marines aren't worth much on their own, except mabye holding an objective. on the other hand, the 4 plague marines left out of 7 can still give a sting, and i find that combat effectiveness outweighs having one last man standing.
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Universal rule 1:
The dice WILL roll ones on the critical rolls.
Universal rule 2:
If no one is rolled on the critical rolls, the dice are storing them for an even more critical roll.
Universal Rule 3:
NEVER Feel safe. The ones are watching and waiting. Always. |
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![[Post New]](/s/i/i.gif) 2012/12/11 20:08:46
Subject: Plague Marine Squad Size
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Krazed Killa Kan
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Kevlar wrote:Four units of five are more useful than three units of seven. They are fearless the extra bodies mean nothing. If for some reason you need more than five to do something just send two units. The two extra specials, the more units to cap objectives, and the less you have to worry about overkill wounds far out weigh any advantage two extra bodies will ever supply. This. Yes 7 is the magic number but from a gaming standpoint I find 5 just fine. Cheaper and effective. Plagues are exceleent objective holders. That is their job i find for the most part. I'd much rather 4 units of 5 than 3 of seven any day of the week. Either way, you can't go wrong with 5 or 7. 2 Plasma as special or melta. Rhinos are important for getting them where they need to be. I've had 2 plagues tie up a 10 man unit of SM for 2 turns. They are tough.
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This message was edited 1 time. Last update was at 2012/12/11 20:09:27
2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/12/11 22:53:28
Subject: Plague Marine Squad Size
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Dakka Veteran
Reading - UK
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Both depending on job, 5 and 7 work.
I use 2 units of 7 plasma plagues walking and have a unit of 5 in a rhino with meltas/combi melta.
I run an additional troop unit within my ally section otherwise id add some cultists.
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![[Post New]](/s/i/i.gif) 2012/12/12 11:54:39
Subject: Re:Plague Marine Squad Size
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Dark Angels Librarian with Book of Secrets
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PMs get a 'free' champion per squad, where most other CSM units must pay 10 points for the champion.
Futhermore, in a meta full of daemon flamers, limiting the amount of models you can have killed in one blast is an advantage.
MSU also allows you to bring in more special weapons.
In that sense, there is a solid argument one can make for MSU PMs.
On the other hand, 7-10 PMs last significantly longer than smaller squads. This can be critical when preventing your opponent from making a d6" 'consolidating jump' during mid-late game.
They also prevent you from buying rhinos for 5 man squads -- which makes the 35 point surcharge much greater.
Finally, your limited to only 30 PMs if you bring 5 man squads. This is a significant disadvantage
I have recently built an army with 50 plague marines -- and let me assure you that 50 PMs in a 1750pt game are extremely hard to dislodge.
With this army I use rhinos to push to mid-board on turn 1. On turn 2, I drop 50 PMs mid-field and use bolters/PGs/MGs to start laying down fire. Each squad is sporting melta-bombs as well.
The rhinos then go to blocking enemy models/units, and I have 3 dirge casters for when I want to assault with the PMs. (yes, you want to assault a squad of sternguard that's close)
Thus far I've had good luck with this army. It has a few bad match ups (dark eldar) but overall its done quite well.
You could not do this with MSU squads.
So it really depends on your strategy. If your going to use your PMs as a bit of support, then MSU is good. If your using them as mid-field control, you want larger squads.
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![[Post New]](/s/i/i.gif) 2012/12/12 13:21:34
Subject: Plague Marine Squad Size
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Savage Khorne Berserker Biker
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If you are going to have just one unit of plagues, fill it out as best you can. I usually go around with 8 (I have the worst luck rolling FNP) and it works for me.
If you are going to have miltiples, then smaller numbers are a good idea, especially if you are doing Mech 5-7 should be enough to resist most small-arms fire and still cover the table with special weapons.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2012/12/13 16:19:33
Subject: Plague Marine Squad Size
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Daemonic Dreadnought
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There is a mathematical basis for 7 plague marines per squad.
The mathhammer for MEQ versus PMs is something like 0.8 kills per turn. If the game goes 7 turns, the statistical averages say that unit will stay alive until the end of the game. They are fearless, and will not run, which means there are fewer odds to account for.
Considering the loss of a unit means a VP for your opponent, you are increasing the odds of winning a game by including at least 7. 8 for insurance.
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![[Post New]](/s/i/i.gif) 2012/12/13 16:34:41
Subject: Plague Marine Squad Size
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Warp-Screaming Noise Marine
Canada!
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Yeah +5 cover and having to get out of your rhino has made it easier to kill scoring units than it used to be, but unless plague marines are your only troops I would really try to make as much use of their 2/5 specials as possible. They are still pretty hearty and chaos has a lot of great screening/harrying options for them now.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/12/15 01:02:14
Subject: Plague Marine Squad Size
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Beast of Nurgle
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i think that smaller squads are better the extra plasma guns come in handy and being able to claim another objective is another plus, i know seven is the golden nurgle number but two extra plasma guns come in handy in any situation, i run my entire army in a block(more spaced if ap3 ord is present) with a 24' killzone, and i move the block up and fan out, this has been quite effective for me i play an all nurgle army and i place top 3 in most the local tournaments
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When in doubt poke it with a stick!
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![[Post New]](/s/i/i.gif) 2012/12/16 03:08:17
Subject: Plague Marine Squad Size
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Longtime Dakkanaut
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techsoldaten wrote:There is a mathematical basis for 7 plague marines per squad.
The mathhammer for MEQ versus PMs is something like 0.8 kills per turn. If the game goes 7 turns, the statistical averages say that unit will stay alive until the end of the game. They are fearless, and will not run, which means there are fewer odds to account for.
Considering the loss of a unit means a VP for your opponent, you are increasing the odds of winning a game by including at least 7. 8 for insurance.
This makes no sense. What if he shoots more than one unit at you?
All taking units of seven is doing for you is reducing the number of plasma/melta guns you can field. The troops are fearless so you don't ever have to worry about running or getting swept.
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