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![[Post New]](/s/i/i.gif) 2017/07/10 04:38:45
Subject: Space Marine Tac Squad loadout suggestions?
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Dakka Veteran
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Just a quick question.
So with my army, I'll have two five man Assault squads with Flamers, two Devistator squads with Lascannons and Missile Launchers, Hellblasters, and some Vets with Combi-Meltas. With that and a ton of Terminators to choose from, that should cover most areas.
So... what if anything should I give my Tac Marines?
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![[Post New]](/s/i/i.gif) 2017/07/10 04:53:05
Subject: Space Marine Tac Squad loadout suggestions?
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Consigned to the Grim Darkness
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Plasma is a pretty good choice for the points these days. If you want your tacs to be frontline units, I'd give them plasmaguns. Alternatively, if you plan on using them as backline objective-sitters and draw a little bit of attention awaqy from your devs, a plasma cannon is ridiculously cheap for what it does, moreso than a missile launcher even. Though most people will say they're not very good at this, you're paying a lot of points for just the plasma cannon unless the enemy gets within bolter range; at least the plasmagun squad is moving up to get in rapid fire range, and might also get to use some of their close combat skill. As always, it depends on how you want to use them.
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This message was edited 1 time. Last update was at 2017/07/10 04:53:56
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2017/07/10 04:56:15
Subject: Space Marine Tac Squad loadout suggestions?
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Huge Hierodule
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Bare bones with Chain sword or Power Sword on SGT.
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was censored by the ministry of truth |
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![[Post New]](/s/i/i.gif) 2017/07/10 05:03:55
Subject: Space Marine Tac Squad loadout suggestions?
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Regular Dakkanaut
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I've been using them with a plasma gun and a power weapon on the sgt. pretty cheap, and just dangerous enough to be good distractions.
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![[Post New]](/s/i/i.gif) 2017/07/10 05:27:14
Subject: Space Marine Tac Squad loadout suggestions?
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Commander of the Mysterious 2nd Legion
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I'm of the opinion that you'rte better off with intercessors if you're going barebones.
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/07/10 05:34:06
Subject: Space Marine Tac Squad loadout suggestions?
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Decrepit Dakkanaut
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Plasma Gun, Combi-Plasma w/ Chainsword, and Multi-Melta. I did it for funsies and didn't hate myself at the end of the game.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2017/07/10 06:35:12
Subject: Space Marine Tac Squad loadout suggestions?
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Resolute Ultramarine Honor Guard
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Plasma Pistol and PS for sarg, melta for special, then whatever you want to park on objectives for the Heavy. But take something. Barebones is a waste. A HB is only 10points.
Combat squad 1 has sarg and melta... offense
Combat squad 2: heavy weapon... babysit objectives
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2017/07/10 06:40:52
Subject: Space Marine Tac Squad loadout suggestions?
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Consigned to the Grim Darkness
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BrianDavion wrote:
I'm of the opinion that you'rte better off with intercessors if you're going barebones.
Vastly better off. Intercessors bring ten wounds at a hundred points, have better range and -1AP on their bolters, and more attacks tahn five tacs give. If you aren't bringing special weapons on your tacs, there's no reason to take them over intercessors.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2017/07/10 06:44:08
Subject: Space Marine Tac Squad loadout suggestions?
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Terminator with Assault Cannon
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I've been using 5-man squads with plasma guns and combi-plasma/chainsword on the Sergeants, and those seem to be doing fairly well for me. The grav-cannon also seems like a potentially strong choice.
These squads are mounted in Razorbacks, allowing them to get a bit closer with safety. If I were running Tactical Marines on foot I think I'd want bigger squads, and I might just end up going with Intercessors instead in that circumstance.
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This message was edited 1 time. Last update was at 2017/07/10 06:44:16
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![[Post New]](/s/i/i.gif) 2017/07/10 06:47:53
Subject: Space Marine Tac Squad loadout suggestions?
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Consigned to the Grim Darkness
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On that note, I've noticed some people look at the lack of special weapons on intercessors and dismiss them, but that's really missing the point. Intercessors bring more T4 3+ save wounds to the table than any other army out there. Sisters of Battle can bring more bodies to the table than intercessors, but only just barely and their wounds are T3 instead of T4. Orks can bring more T4 wounds to the table by far, but with almost no armor save to speak of making them much more survivable. Scouts and Tacticals are both more expensive on a wound-per-point basis than Intercessors. The fact that their boltguns are 30" and have AP-1 is really the icing on top. Their best feature is that they provide a lot of survivability for a really low cost. Their biggest vulnerability is multi-damage weapons... but if the enemy is targeting Intercessors with multi-damage weapons instead of your vehicles, they've kind of served their purpose anyway!
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This message was edited 3 times. Last update was at 2017/07/10 06:51:14
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2017/07/10 07:13:32
Subject: Space Marine Tac Squad loadout suggestions?
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Tunneling Trygon
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Two Tactical squads in a single Rhino, dropping off a Heavy Bolter squad Turn 2, bringing a Flamer/Combi-Flamer into the enemy lines at Turn 3. Alternatively, it makes for a good anti Deep Strike unit on the flank, threatening anything that wants to get a from Reserves charge while still keeping the Obj holding Heavy Bolter squad for when they need to babysit a spot.
But I do use Intercessors as my third Troop choice along with a Lieutenant baby-bubble wrapping my Land Raider Helios.
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This message was edited 1 time. Last update was at 2017/07/10 07:13:47
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![[Post New]](/s/i/i.gif) 2017/07/10 08:40:24
Subject: Space Marine Tac Squad loadout suggestions?
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Longtime Dakkanaut
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5-man with Plasma gun, combi-plas on the seargent and riding in a Razoraback with twin assault cannons.
Next!
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2017/07/10 15:34:20
Subject: Space Marine Tac Squad loadout suggestions?
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Omnipotent Necron Overlord
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I don't use tacs I use intercessors. Finally - tactical marines that do something useful - and what's best - they are cheap AF.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2017/07/10 17:10:45
Subject: Re:Space Marine Tac Squad loadout suggestions?
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Grim Rune Priest in the Eye of the Storm
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Mine are basically a 10 Model Squad with Combi-Plasma/Lighting Claw, Plasma Gun and a Plasma Cannon. Have been since 3rd Edition and still are.
I normally field 2-4 squads along with three Devastator Squads, 2 with 4 Plasma Cannons and one with 4 Heavy Bolters. This always has been good to me and as far as I can see still is. Now with the ability to easily add in Re-Rolls of '1' they got even better.
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![[Post New]](/s/i/i.gif) 2017/07/10 17:14:42
Subject: Space Marine Tac Squad loadout suggestions?
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Lord Commander in a Plush Chair
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Xenomancers wrote:I don't use tacs I use intercessors. Finally - tactical marines that do something useful - and what's best - they are cheap AF.
Regular tac squads do something now... When fully kitted.
8th's every gun has split-fire means a 5 or 10 man tac squad with a heavy and/or special weapon can now mix those weapon roles with impunity. A sgt with a combi helps ad to all of that, and/or can afd some cc punch.
Interssesors are pretty great, but they are a 100 point anti-infantry mono-gun squad. A 5-man tac with special and combi maxes out(both melta) at 101 points, and you don't want to take both as meltas. 5-man melta and power weapon is around 86 points unless you go axe for 87.
Heck combi and pw only adds 4 or 5 points to the 5-man squad.
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2017/07/10 17:16:29
Subject: Space Marine Tac Squad loadout suggestions?
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Consigned to the Grim Darkness
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Right. The main reason I'd go with intercessors is defense rather htan offense. Tac squads with special or heavy weapons have more utility and potential to deal damage, even if the 30" AP-1 boltgun isn't too shabby.
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This message was edited 1 time. Last update was at 2017/07/10 17:16:36
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2017/07/10 17:19:29
Subject: Space Marine Tac Squad loadout suggestions?
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Clousseau
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The job of a TAC squad is not to bring heavy firepower, the job of a TAC squad is to die horribly as shock troops. Blocking assaults, holding objectives, etc.
I would go with flamer & combi-flamer. 2d6 overwatch dice.
But in reality, you are better off with intecessors, as they're more likely to be there when things start charging you.
If you're actually hoping to shoot something and deal damage with a TAC squad - that's a huge mistake. You're better off with Veterans in a Taurox.
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Galas wrote:I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you 
Bharring wrote:He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic. |
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![[Post New]](/s/i/i.gif) 2017/07/10 17:20:21
Subject: Space Marine Tac Squad loadout suggestions?
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Mekboy on Kustom Deth Kopta
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Kommissar Kel wrote: Xenomancers wrote:I don't use tacs I use intercessors. Finally - tactical marines that do something useful - and what's best - they are cheap AF.
Regular tac squads do something now... When fully kitted.
8th's every gun has split-fire means a 5 or 10 man tac squad with a heavy and/or special weapon can now mix those weapon roles with impunity. A sgt with a combi helps ad to all of that, and/or can afd some cc punch.
Interssesors are pretty great, but they are a 100 point anti-infantry mono-gun squad. A 5-man tac with special and combi maxes out(both melta) at 101 points, and you don't want to take both as meltas. 5-man melta and power weapon is around 86 points unless you go axe for 87.
Heck combi and pw only adds 4 or 5 points to the 5-man squad.
I will be surprised if intercessors cannot take 1 special or heavy weapon when the actual codex comes out. I could see it being primaris varients like the hellblaster. The new gw way though as no model released yet then no rules probably applies. I expect a intercessor squad box to come out with said weapons and sell well as people augment their new hotness
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![[Post New]](/s/i/i.gif) 2017/07/10 17:24:49
Subject: Space Marine Tac Squad loadout suggestions?
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Powerful Phoenix Lord
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Eh, I'd argue that with the new split fire rule (which kinda/sorta worked as they did back in 2nd) the Tactical Squad is back to being a very decent swiss army knife for the majority of games.
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![[Post New]](/s/i/i.gif) 2017/07/10 23:08:35
Subject: Space Marine Tac Squad loadout suggestions?
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Dakka Veteran
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For reference, it's just that I'm planning (probably Sunday) to get 30+ Marines. I need something for them to do in 40k as well as 30k.
(And yes I'll be getting Intercessors as well.)
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![[Post New]](/s/i/i.gif) 2017/07/10 23:26:45
Subject: Re:Space Marine Tac Squad loadout suggestions?
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Hauptmann
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5-man tactical squad. Sergeant gets combi-plasma and your heavy is a lascannon. Stick them in a twin assault cannon razorback.
Makes for a great firebase that can deal with a wide variety of targets at a good price.
If you have the spare points, you may even want to add a sixth on there to give you a bit more buffer.
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![[Post New]](/s/i/i.gif) 2017/07/10 23:32:47
Subject: Re:Space Marine Tac Squad loadout suggestions?
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Grim Dark Angels Interrogator-Chaplain
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With the release of Primaris marines I definitely feel like Tactical Squads have been left out in the cold somewhat, but they do have a few things they can do that Intercessors cannot. For one, their mobility is better thanks to transports (although we are expecting Primaris guys to get at least one transport soon). They can also take special weapons and be taken in squads larger than 5 if desired. They have to be kitted out for a specific role, which is hard because they are set up to be a generalist unit. I still use them some, although I am liking Intercessors more these days.
As far as loadout goes, I love to rock the classic Plasma/Combiplasma combo. I think that is the go-to loadout for 8th edition Tacticals. I also like Melta/Combimelta, but that's expensive and hard to make work. It worked better when Drop Pods were reasonably costed; now, not so much. A Gravcannon with Gravamp is a solid buy as well. In any case they need a transport to ride in; stationary Tacticals are better replaced with Intercessors or Devastators.
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![[Post New]](/s/i/i.gif) 2017/07/11 04:45:09
Subject: Space Marine Tac Squad loadout suggestions?
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Huge Hierodule
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Well 65pts for bare bones is not that bad. Chain sword cost nothing. 5-10 S4 AP0 shots or 7 CCA.
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was censored by the ministry of truth |
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![[Post New]](/s/i/i.gif) 2017/07/11 12:10:00
Subject: Space Marine Tac Squad loadout suggestions?
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Dakka Veteran
Miles City, MT
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I still think a special weapon (melt away, plasma, ect) plus the matching combi is the way to go. Loving Flamers this edition.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2017/07/11 16:59:54
Subject: Space Marine Tac Squad loadout suggestions?
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Lord Commander in a Plush Chair
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FeindusMaximus wrote:Well 65pts for bare bones is not that bad. Chain sword cost nothing. 5-10 S4 AP0 shots or 7 CCA.
Don't forget they still get 5 of those shots while in cc.
OP if you are getting 3 tac squad boxes also pick up a devs box: tac boxes only come with the missile launcher whereas the devs box gives you 2 of each heavy. If cost is a factor get 2 tacs and a dev then get another tac box next month/pay cycle.
I know I need to get another few of each cause my youngest managed to get a hold of some of my marines awhile back.
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This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2017/07/11 17:01:17
Subject: Space Marine Tac Squad loadout suggestions?
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Locked in the Tower of Amareo
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I'm liking grav cannons a lot.
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![[Post New]](/s/i/i.gif) 2017/07/11 17:09:19
Subject: Space Marine Tac Squad loadout suggestions?
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Legendary Master of the Chapter
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I think it really comes down to how you kit out the rest of the army and transports.
If there are a bunch of lascannons in your heavy slot it might be worth taking them with plasma or redundant melta guns moving up quick with a assback
otherwise if you are going balls deep heavy with deep strike terminators and need models for your 50% then sitting back light with a bunch of 5 man on objectives with a long range plasma cannon or missile launcher might not be bad ether.
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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!
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![[Post New]](/s/i/i.gif) 2017/07/11 18:16:17
Subject: Re:Space Marine Tac Squad loadout suggestions?
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Commander of the Mysterious 2nd Legion
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heck I think heavy bolters might not be a bad option now eaither. they're cheap and offer a decent increase in firepower, and can be fired on the move. a good choice if your looking to keep costs down
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This message was edited 1 time. Last update was at 2017/07/11 18:16:30
Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/07/12 02:33:02
Subject: Space Marine Tac Squad loadout suggestions?
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Dakka Veteran
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Kommissar Kel wrote: FeindusMaximus wrote:Well 65pts for bare bones is not that bad. Chain sword cost nothing. 5-10 S4 AP0 shots or 7 CCA.
Don't forget they still get 5 of those shots while in cc.
OP if you are getting 3 tac squad boxes also pick up a devs box: tac boxes only come with the missile launcher whereas the devs box gives you 2 of each heavy. If cost is a factor get 2 tacs and a dev then get another tac box next month/pay cycle.
I know I need to get another few of each cause my youngest managed to get a hold of some of my marines awhile back.
Devistators are mostly covered right now. Just need two more Missile Launcher guys and a Sergeant and I'll have two Squads with 2 Lascannons and 2 Missile Launchers.
I also have 20 Terminators (3 squads with Assault Cannon, 1 Assault squad with assorted TH+ SS and Lightning Claws).
I plan on getting one or both of the Horus Heresy Boxes (at least getting all of the Terminators, Characters, and Special Units of both and bunches of Marines), as well as the Primaris half of the Dark Imperium box.
The bunches of Marines will be used for 2 five man Assault squads with Flamers (and maybe a Plasma Pistol and Power Weapon on the Sergeant), and a 10 man Veterans squad with Combi-Meltas.
That leaves 30-40 Marines to make Tac Squads out of. Which is why I asked about the loadout suggestions.
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![[Post New]](/s/i/i.gif) 2017/07/12 03:46:02
Subject: Space Marine Tac Squad loadout suggestions?
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Gun Mage
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Getting Calth and/or Prospero and then hitting up a bitz site or a third party accessory maker (for jetpacks and weapons) iss a good idea. I did it awhile back and am very happy.
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