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![[Post New]](/s/i/i.gif) 2013/08/06 12:39:09
Subject: New to space marines & combat squads
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Waaagh! Warbiker
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I have recently picked up a space marine army and been having some trouble adaptong.
I play Dark Angels at the moment (waiting for the new SM codex) and I feel the ability to combat squad is a very effective tool. But I can't for the life of me understand what to do with it.
What are some tactics I can do with the combat squads, and how and why should I run them?
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When life give you lemons keep them, because hey, free lemons |
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![[Post New]](/s/i/i.gif) 2013/08/06 12:53:29
Subject: New to space marines & combat squads
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Deranged Necron Destroyer
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always Combatsquad, except when it is killpoints.
For example, split with missile launcher in one and flamer in other so you can put two different roles on both squads.
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You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
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![[Post New]](/s/i/i.gif) 2013/08/06 12:56:28
Subject: New to space marines & combat squads
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Shunting Grey Knight Interceptor
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With troops it good for contesting objectives, do to the more scoring units you have. Personally, I run grey knight purifier squads with 4 psycannons and 5 halberds. I split up the two squads for one to rush forward and claim an objective, and one to sit back and defend one. Alot of people will argue that you should keep the ten together though.
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Grey Knight Phoenix Company 3000
|Wins:11| |Losses:6| |Draws:0|
"*Sparten stabs marine through heart "Finally you're dead!" "Nu-uh beetch" *Rips sparten's head
off"- Grey Templar
"so manly, it has a fething banner saying how huge it's balls used to be before they left to settle down in a tropical island with a loving wife and kids."-Shrike
"I wouldn't murder her. Just cripple her for life."- Angel of Ecstacy
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![[Post New]](/s/i/i.gif) 2013/08/06 14:36:01
Subject: New to space marines & combat squads
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Split the squad into 'sit-back' and 'rush-up' halves.
Usually, you'll have a short-ranged Special weapon, and a long-ranged Heavy weapon in the squad, plus a sergeant.
You can have one squad in a Rhino or Razorback, and zoom at the enemy, while the other pops away with their long ranged weapon.
I'm pretty sure you can put the full 10-man squad in a Rhino, and split them when you disembark. Codex:SM lets you put an IC in there, too, and split 3 ways, or stay as a full squad. Your choice.
As said above, keep the squad as a 10-man if you're fighting for kill points.
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This message was edited 1 time. Last update was at 2013/08/06 14:37:30
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![[Post New]](/s/i/i.gif) 2013/08/06 15:59:13
Subject: New to space marines & combat squads
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Locked in the Tower of Amareo
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For example, when I field tactical squads with BA, I will send the sergeant w/combi plasma and plasma gun special weapon guy in a razorback with las/plas. The heavy weapon lascannon guy gets squadded out with four other marines to man the quad gun behind the aegis line.
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