Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/05/02 19:28:02
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Battleship Captain
Oregon
|
I'm not debating the merits of upgrading to a Veteran or giving them assault weapons. I'm interested in how best to utilize them assuming you've already made the decision to proceed.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 20:35:28
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Homicidal Veteran Blood Angel Assault Marine
|
Very few Chapter Tactics are useful to them. One I can think of is Black Templars, which gives him benefits if he's in challenge.
6+ FnP of Iron Hands is never bad, but other ones don't do much.
The Ultramarine Assault doctrine might do something... Can't recall what it did to non-ASM squads.
Oh, wait just remembered another one!
Salamander CT lets each of your characters (so in this case Tactical Sergeant) make one of his weapons Master-crafted.
How about a Master-crafted PF?
I think that the others won't help you at all.
|
4000p
1500p
=====Begin Dakka Geek Code=====
DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
======End Dakka Geek Code====== |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 20:47:04
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Bounding Assault Marine
|
Salamanders.
Plasma pistol and power axe. Master craft the pistol.
That way you reroll the shooting hit, have a very small chance to ever get hot, then you can still reroll in close combat and you get an extra attack. Automatically Appended Next Post: Or you could do powerfist and lightning claw. 2 specialist weapons for the bonus attack and you can choose which profile.
|
This message was edited 1 time. Last update was at 2014/05/02 20:48:42
2000+
"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken." |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 20:55:25
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Longtime Dakkanaut
|
May want to look into the Forgeworld ones too, some of those are more close combat oriented.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 21:09:28
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Longtime Dakkanaut
Minneapolis, MN
|
I'm not a fan of running close combat sergeants. Marines don't have very a very good statline for it, and their close combat equipment is either not very powerful (Power Swords don't scare anyone), or comes at an initiative penalty (Powerfists and Power Axes are powerful, but you'll rarely have the opportunity to use it before your opponent kills your T4 W1 sergeant). I've never had my power weapon sergeant make back his points, much less be a force to be reckoned with. Melta Bombs, Combiweapons, and the Veteran Upgrade can at least accomplish something.
yukondal wrote:Salamanders.
Plasma pistol and power axe. Master craft the pistol.
That way you reroll the shooting hit, have a very small chance to ever get hot, then you can still reroll in close combat and you get an extra attack.
You don't get that re-roll unless you use the Plasma Pistol as a close combat weapon. Which sort of defeats the purpose of giving him a Power Axe. The logical use of the MC perk is, IMO, to give him a combiweapon. It makes those one-time shots more worthwhile, and gives you maybe a couple extra hits from your bolter throughout the game.
|
This message was edited 5 times. Last update was at 2014/05/02 21:17:17
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 21:24:17
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Ragin' Ork Dreadnought
|
If you like Forge World chapter tactics, (for which the PDF is on their website for free download and is totally legal,) Carcharadons are excellent. For 1 PPM they can buy a Chainsword, essentially giving them +1 Attack for that one point. (Or you can replace their Boltgun with a chainsword for free.)
Mantis Warriors are also great, giving you Move Through Cover, Hammer of Wrath, and if you assault through cover then you get Furious Charge as well. (Plus your Libbys get divination.)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 21:34:15
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Battleship Captain
Oregon
|
Salamander would be interesting.
MC a single lightning claw and you get reroll to hit and wounds.
IH 6++ might be enough to survive long enough to swing a power axe
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 21:39:18
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Homicidal Veteran Blood Angel Assault Marine
|
DanielBeaver wrote:I'm not a fan of running close combat sergeants. Marines don't have very a very good statline for it, and their close combat equipment is either not very powerful (Power Swords don't scare anyone), or comes at an initiative penalty (Powerfists and Power Axes are powerful, but you'll rarely have the opportunity to use it before your opponent kills your T4 W1 sergeant). I've never had my power weapon sergeant make back his points, much less be a force to be reckoned with. Melta Bombs, Combiweapons, and the Veteran Upgrade can at least accomplish something. yukondal wrote:Salamanders. Plasma pistol and power axe. Master craft the pistol. That way you reroll the shooting hit, have a very small chance to ever get hot, then you can still reroll in close combat and you get an extra attack.
You don't get that re-roll unless you use the Plasma Pistol as a close combat weapon. Which sort of defeats the purpose of giving him a Power Axe. The logical use of the MC perk is, IMO, to give him a combiweapon. It makes those one-time shots more worthwhile, and gives you maybe a couple extra hits from your bolter throughout the game. Combi-weapon is propably the best shot, agreed. But as the OP stated, we are not discussing about wether he should have the CC-orientated Tac Sergeant or not. Besides, my friend uses Sergeant with PF (Iron Hands CT) and it has been effective. He runs MotF in the same squad to take the worst challenges and hits with the PF from behind. Wrecked my Furioso once in CC so I'd call that, "making back his points" @ yukondal Both of those builds are really expensive for such a fragile model. Give him a single master-crafter combi-gun or PF and call it a day. Automatically Appended Next Post: minigun762 wrote:Salamander would be interesting.
MC a single lightning claw and you get reroll to hit and wounds.
IH 6++ might be enough to survive long enough to swing a power axe
Remember, that master-crafted only allows you to re-roll a single miss.
And the FnP is indeed good. It boosts your entire army well and might seem pointless, unless you make those three rolls of six in a challenge like my friend once did
Unlikely, yes. But not to be underestimated.
|
This message was edited 2 times. Last update was at 2014/05/02 21:42:20
4000p
1500p
=====Begin Dakka Geek Code=====
DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
======End Dakka Geek Code====== |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 21:43:14
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Stone Bonkers Fabricator General
|
It's 6+ FNP, so you cant take any save against a missile launcher, but you can take it in addition to your armor save against bolters.
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/05/02 21:53:36
Subject: Best Chapter Tactic to support close combat Tac Squad Leaders
|
 |
Battleship Captain
Oregon
|
Exergy wrote:
It's 6+ FNP, so you cant take any save against a missile launcher, but you can take it in addition to your armor save against bolters.
Was thinking mostly in terms of surviving a mirror match against a power sword but 17% to ignore the wound isn't amazing.
|
|
 |
 |
|