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Made in us
Roarin' Runtherd





So I'm dropping a 9 man squad into the thick of battle being lead by a Captain and with a flamer for support. This squads goal is simple; find a target, engage in either range or assualt, then move to a new target doing as much damage to the front lines before they die(I have other units to support this one but lets pretend they are unavailable). What heavy weapon choice will complement this squad the best to get more dakka/kills?

~tldr~ what heavy weapon is best for an all around assualtyish tactical marine squad?
Heavy flamer-heavy bolter-meltagun-plasmacannon

Scratch the Cap, bump it to ten

This message was edited 1 time. Last update was at 2014/07/18 23:54:13


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Made in us
Legendary Master of the Chapter






Non as a 9man vanilla tactical cant take a flamer and a heavy weapon

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Roarin' Runtherd





Fuuuuuuuu..
..

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Dakka Veteran





Alexandria, VA

can't take a heavy flamers either. Advice would be to NOT take a heavy so you can still assault.
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




If you do plan on assaulting and close range fire fights, forget a heavy weapon, might as well got with another bolter; I'd say go with a flamer or a meltagun (both assault weapons). You can always get the sarge with a combi, but again, better go with a chainsword/bolt pistol for a more assault Sgt or go with a vet Sergeant.
   
Made in us
Judgemental Grey Knight Justicar






On the subject of heavy weapons for tacticals, I forget: can you shoot a heavy flamer after moving? I thought there had been something that allowed them to versus other Heavy weapons, but can't remember.

If so, a 10 man with flamer, heavy flamer, and a sarge with combi-flamer might be a nice anti-infantry drop.


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Homeskillet wrote:
On the subject of heavy weapons for tacticals, I forget: can you shoot a heavy flamer after moving? I thought there had been something that allowed them to versus other Heavy weapons, but can't remember.

If so, a 10 man with flamer, heavy flamer, and a sarge with combi-flamer might be a nice anti-infantry drop.


HFs, despite the “heavy” in their name, are assault weapons.

But Tactical squads can’t take them.

   
Made in us
Judgemental Grey Knight Justicar






Ah cool, thanks.


 
   
Made in us
Bounding Assault Marine




brooklyn, NY. USA

what chapter tactics are you using?

i ask because IF i can see maybe using the heavy Bolter, otherwise id say forget about a heavy weapon on a DP Tac squad, that unit needs to be able to move every turn, having it stay static so the Heavy Weapon can shoot is a waste, just have the unit rock and roll with a special weapon and maybe a corresponding combi weapon on the sarge.

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Made in us
Been Around the Block




Just a point to make, that someone can correct if I am wrong in my understanding, the SM Codex reads that a marine in the tactical squad can take a weapon from the special or heavy weapons list, it doesn't say it replaces his boltgun. So, he chooses which one to shoot each turn.
   
Made in us
The Hive Mind





hokieseas wrote:
Just a point to make, that someone can correct if I am wrong in my understanding, the SM Codex reads that a marine in the tactical squad can take a weapon from the special or heavy weapons list, it doesn't say it replaces his boltgun. So, he chooses which one to shoot each turn.

Read the special/heavy weapons list. Does it require trading something?

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

There are different ways to use Tactical Squads....

Melta Bunker - 10x Man Tac w/ Multi Melta, Meltagun, Combi Melta & Transport.

Anti Horde - 10x Man Tac w/ Flamer, Heavy Bolter & Transport. Comat Squaded for efficiency.

Plasma - 10x Man Tac w/ Plasmagun, Combi Plasma & Transport

Or at least those are the ones I use the most.


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Made in us
Longtime Dakkanaut



Cheyenne WY

I only see Tac marines on the other side of the table, but I'd suggest Heavy Bolter, and Flamer...it's a classic, and it solves a multitude of problems. For starters it makes for a stout defence. And it clears out defenders like a champ.

This message was edited 1 time. Last update was at 2014/07/22 02:21:40


The will of the hive is always the same: HUNGER 
   
Made in us
Been Around the Block




rigeld2 wrote:
hokieseas wrote:
Just a point to make, that someone can correct if I am wrong in my understanding, the SM Codex reads that a marine in the tactical squad can take a weapon from the special or heavy weapons list, it doesn't say it replaces his boltgun. So, he chooses which one to shoot each turn.

Read the special/heavy weapons list. Does it require trading something?


Bingo! Thanks. Kind of different from other codexes to put it there and not with the unit entry.
   
Made in us
Death-Dealing Ultramarine Devastator





On my mobile tactical squads I usually only run a Special Weapon and take another Bolter Marine over a heavy wep. You will be moving every turn so the points for a heavy would be better spent on Sergeant upgrades.

If you insist on taking a heavy weapon, you'd probably be best served by a HB.

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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Moving away from the thread topic, but staying in the spirit of what you are trying to do, have you considered assault marines? You can get two flamers in a 5 man squad, a CC toy on the sarge, and there is plenty of space left in the pod for a HQ. Sure, you only have bolt pistols, rather then full bolters, but you also get a little more CC potential. And the paired flamers will cause some damage on the turn you drop.

   
Made in us
Dakka Veteran





If you want a squad that can shoot and assault I would consider the following.

10 man tac squad with combi flamer/flamer and melta bombs. Between the Krack grenades and the melta bomb you should kill any tank you charge and the combi flamer/flamer will really help with hordes.

If you want a traditional heavy weapon special weapon combo, that is a jack of all trades, I would run a Melta gun with a missile launcher.

 
   
Made in us
Perturbed Blood Angel Tactical Marine





Indiana

If you cut the assault part out:

Devestator squad can pack a bunch of goodies with a sergeant who could handle an assault.

Sternguard can be awesome for lots of things!
   
Made in us
Boosting Space Marine Biker





Hays, KS

Simple answer: Stop trying to make a Tac squad assaulty. They just can't do it. They are simply objective holders. They are there to put down decent fire power as the enemy approaches. If you want something to assault with find an assault unit, If you want something to shoot pick that. If you want a jack of all trades, play GK. C:SM just doesn't quite have a jack of all trades unit. Your best bet would maybe be Sternguard. At least with that unit you have awesome fire capabilities and 2 attacks base. plop them in a dp you can still attach you captain in there, maybe give him the ToT (Teeth of Terra), this way he gets rampage and will be able to charge into a unit with a handful of AP3 attacks. Though remember anything that drops in and tears is threatening will be focused down quickly. Maybe shooty terminators could do the job you want. At least they have decent volume of shooting, decent survivability, and a decent chance in melee. Also consider LotD. They have a 3++, relentless and ignore cover. Hell, throw a PG/PC in there and laugh.

TL: DR Tac Marines can't do what you want them to.

This message was edited 1 time. Last update was at 2014/07/24 03:21:32


   
Made in us
Land Raider Pilot on Cruise Control





Recently I've found a lot of mileage out of Plasma cannons + flamers/melta-guns (depending). Combat squadding.

Just remember: tac squads aren't that strong up close. They excel just out of combat range, and aren't even that strong there. Tac squads' main power is sitting on an objective after getting there (assuming it's not out in the open).

Assault marines are better at close combat (and they can get rhinos and two flamers cheap).

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