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![[Post New]](/s/i/i.gif) 2012/09/14 04:13:26
Subject: Tactical Squads and 6th Ed.
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Land Raider Pilot on Cruise Control
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So in 6th edition, how are people running standard tac squads in regards to an all comers type list? I used to simply run a Flamer, ML squad and then another one with Melta, MM and Combi-Melta. The change to blasts make the plasma cannon a lot more juicy, but I'm not sure how it will fair in a drop pod style list.
Also, what is a standard sergeant loadout? I've been leaning towards a Power Weapon, Boltgun and Melta Bombs instead of the power fist (also adding teleport homers to them to assist the terminators I usually bring).
So, for now I'm looking at bringing the following 2 tac squads as a base to my lists:
10x Tac Marines w/Plasma Cannon, Melta Gun
-Sergeant w/Power weapon, Melta Bombs, Boltgun
10x Tac Marines w/Plasma Cannon, Melta Gun
-Sergeant w/Power weapon, Melta Bombs, Boltgun
Thoughts?
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/09/14 13:26:02
Subject: Tactical Squads and 6th Ed.
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The Marine Standing Behind Marneus Calgar
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As with anything regarding codex marines, it all depends on the rest of your list. My stock two tac squads remain unchanged from 5th
ML/F Sarge equipped with a bolter, in a base rhino
MM/M Sarge has BP/CCW, rhino
If I field a 3rd tac squad, It's generally PC/P, on foot, somewhere with good lines of fire.
The most wargear my tactical sergeants get is melta bombs if I have 5 spare points.
I've always liked HBs, and they got a little better in 6th. Snapfire is possible with the 3 shots you get. Good for when on the move, getting charged, or trying to bring down lightly armored flyers.
PCs can't snap fire. So I'd only deploy them in a static fire-support squad (or combat squad) With AP2 being harder to find these days, their value also increased a bit.
MLs and MMs are as good as they have always been. I find I have enough LCs floating around my list I don't feel the need to put them on tacs. As my tacs spend a lot of time moving around, I dislike paying points for something I might snap fire once or twice a game.
For a drop list, I'd probably go with MMs or HBs. Melta, because you should be well within range, and HBs because they snap fire the best. Defiantly go with one of the free choices.
All the special weapons are good at what they do. Not a while lot of subtlety there either, they do what it says on the tin. Grab the one that fits the role you want, or barring that, your free flamer at the very least.
Sergeant wargear is a big topic. The first question you need to ask, is did you trade away your combat tactics? If you still have it, you can plan to fall back from any bad combat, and get back to shooting. It's not guarantied, but is a valid strategy. The points you save on wargear can be spent elsewhere. The only wargear I advocate is a combiweapon. Take one that matches the special weapon in the squad. I generally don't bother, but am notoriously stingy with war gear.
What chapter you play also matters. I'll never fault a imperial/crimson fist player for including a few power fists in his army, even if I think they are not worth it. Salamander lists (particularly Vulcan lists) also change my opinions.
On teleport homers: They are almost never worth the points. If you are DSing tactical terminators, you just need to be within 2 feet of your target to shoot it to death. I can generally find a safe LZ in that range. This assumes you are using a AC or CML. I could see it if you were packing a HF. I never DS assault units. The turn you spend twiddling your thumbs waiting is the turn you die. LR or not in the list for my assault terminators.
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![[Post New]](/s/i/i.gif) 2012/09/14 13:29:31
Subject: Re:Tactical Squads and 6th Ed.
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Fresh-Faced New User
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Probably not a helpful post as I'm avoiding the meat of the question, but I noticed your Sergeants are packing Power Weapons with Boltguns.
While giving up the Bolt Pistol instead of the Boltgun goes great with Power Fists since it costs you nothing in close combat (Power Fists being Specialist Weapons), with the Power Weapon you're giving up one AP3 CC attack from your Sergeant (along with the pistol shot before charging in the rare event you charge).
Or more likely you're already completely aware of this and sacrificing a single Power Weapon CC attack (in exchange for the range and Rapid Fire of a boltgun) is well worth it on a unit that's supposed to be shooty anyway.
In which case ignore me.
Edit edit: Then again, with regards to Nevelon's reply, maybe you shouldn't take the Power Weapon at all. If you you are taking it, then I reckon you'd best get more bang for your buck by packing a Bolt Pistol along with it.. else spend the points on a combi-melta or -plasma instead.
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This message was edited 2 times. Last update was at 2012/09/14 13:39:06
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![[Post New]](/s/i/i.gif) 2012/09/27 22:12:01
Subject: Tactical Squads and 6th Ed.
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Utilizing Careful Highlighting
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Nevelons reply is solid and well thought out.
However like wine how we structure our units is partly subjective.
I love giving my SGTs good gear. Early in my playing my tacs sat in a rhino all game, thats 340 points minimum not contributing. To remedy this i did two tournaments with no elites to make myself learn how to use tacs.
They can contribute, meaningfully, if you appreciate their liimitations. Everything Nevelon said is true but it also requires declawing your tactical squads. Now its true their first job is to survive, however in most games their involvement will be important.
Special and heavy weapon seems pretty moot. SGT loadout is still being debated.
For me a Power Sword makes a big difference. What if your ten tacs absolutely need to shift 6 grey hunters off an objective in turn 5? You put your SGT in the middle, pistol tap them, they snap fire you then in you go. For 15 points that flexibility is gold.
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Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)
1st in Lords of Terra Open (Sydney) 2012
Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
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![[Post New]](/s/i/i.gif) 2012/09/28 00:42:53
Subject: Tactical Squads and 6th Ed.
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Black Templar Recruit Undergoing Surgeries
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All good input. Purpose build each squad. If I'm running a character with the squad, then I'll think about a PF, only then though. Power sword is the way to go for a CC sergeant, lets you get a chance to challenge snipe a PF, or PK type weapon. If there's another IC to take the challenge then your PF goes (I typically use Lysander)
The Shooty SGT is a great option to give the auto hits for overwatch with a combi-flamer, or squeeze in more AP2/melta.
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4600 pts
2800 Pts
1500
1500
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![[Post New]](/s/i/i.gif) 2012/09/28 00:47:28
Subject: Re:Tactical Squads and 6th Ed.
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Boosting Space Marine Biker
The Halo Stars
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At 1500 I run 2 squads with meltagun, lascannon, power sword, melta bombs in a rhino and 1 squad with plasma gun, plasma cannon, power sword, melta bombs in a lascannon razorback.
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About 3000 |
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![[Post New]](/s/i/i.gif) 2012/09/28 15:26:11
Subject: Tactical Squads and 6th Ed.
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Longtime Dakkanaut
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I think there are so many ways to field them and there are so many useful debates on here to read.
But did I hear drop pods?
Combat squad up. Land 5 marines with combimelta and melta with maybe meltabombs, then have 5 marines with ML or lascannon at the back.
This gives a cheap scoring pod to land later turns which can kill some things, whilst keeping a heavy weapon on the field. 5 marines do not last long enough in cc to warrant giving a powerweapon/fist, it is a lot of points to keep a small squad alive, then a combimelta makes the powerweapon have less attacks. Meltabombs is cheap if you get to use them, they will make you very happy.
Lascannon and ML can both snap fire, have long range and are cheap, so they are picked before the heavy plasma gun or MM for me.
Even if you want the squad to land as ten I would still suggest combat squadding to have more scoring units, to be harder to kill and to separate bolter fire from the melta fire.
I guess in kill points having a unit as 10 is better. Also in the relic landing 10 marines onto the darn thing probably results in a win.
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![[Post New]](/s/i/i.gif) 2012/09/28 20:56:29
Subject: Re:Tactical Squads and 6th Ed.
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Slippery Ultramarine Scout Biker
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Typically I run my tac squads like this...
1st Squad - Combi-Melta, Meltagun, Multi-Melta
2nd Squad - Combi-Plasma, Plasmagun, Plasma Cannon
3rd Squad - Combi-Flamer, Flamer, Missile Launcher
Very basic but keeps all the same type of weapons together. They have performed very well in 6th edition so far. I used to run PF or PW on the sergeants but I play a very shooty list so getting kills in CC is not worth the points for me. I prefer to just take the beating and tactically withdraw. (ahem... we are not retreating  ) This allows me to shoot them again and not let them be safe while locked in CC.
However, I also use my tac squads in rhinos and razorbacks as I find they tend to be a bit squishy outside. (Yes my brave space marines will shoot you out of their metal boxes and run away if you try to hit them with a sword  )
For a drop pod squad though you will have to decide whether when you drop you want your marines to hold the ground in which case a PW or even a PF might be needed, in which cae you may also want an HQ like Lysander or another HQ that will make your troops stubborn.
But if you are willing to give ground in order to shoot your opponent more, I would suggest using only combi-weapons on the sergeants to support the special weapon and nothing else to save the points.
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2nd Company 4250 6th Record W-L (7-4)
69th Shadow Brigade 2150
Hive Fleet Soph*a*Loaf 1000
Black Legion 750
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![[Post New]](/s/i/i.gif) 2012/09/29 03:18:01
Subject: Re:Tactical Squads and 6th Ed.
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Land Raider Pilot on Cruise Control
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MatrixLurtz wrote:Typically I run my tac squads like this...
1st Squad - Combi-Melta, Meltagun, Multi-Melta
2nd Squad - Combi-Plasma, Plasmagun, Plasma Cannon
3rd Squad - Combi-Flamer, Flamer, Missile Launcher
Very basic but keeps all the same type of weapons together. They have performed very well in 6th edition so far. I used to run PF or PW on the sergeants but I play a very shooty list so getting kills in CC is not worth the points for me. I prefer to just take the beating and tactically withdraw. (ahem... we are not retreating  ) This allows me to shoot them again and not let them be safe while locked in CC.
However, I also use my tac squads in rhinos and razorbacks as I find they tend to be a bit squishy outside. (Yes my brave space marines will shoot you out of their metal boxes and run away if you try to hit them with a sword  )
For a drop pod squad though you will have to decide whether when you drop you want your marines to hold the ground in which case a PW or even a PF might be needed, in which cae you may also want an HQ like Lysander or another HQ that will make your troops stubborn.
But if you are willing to give ground in order to shoot your opponent more, I would suggest using only combi-weapons on the sergeants to support the special weapon and nothing else to save the points.
I mostly play with Lysander, but I'm now going to change to a Salamander themed army with Vulkan (damn you Black Library!  ) so my TAC squads are certainly going to change to something that works well with his Chapter Tactics, and are similar to what you run and dropping the power weapons I've been running (I have yet to actually use them in the last 3 games  )
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::1750:: Deathwatch |
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![[Post New]](/s/i/i.gif) 2012/09/29 19:58:47
Subject: Re:Tactical Squads and 6th Ed.
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Longtime Dakkanaut
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MatrixLurtz wrote:I prefer to just take the beating and tactically withdraw. (ahem... we are not retreating  ) This allows me to shoot them again and not let them be safe while locked in CC.
Firstly this made me giggle.
Secondly that is something I disliked was playing marines in 5th, you tactically fell back then were escourting off the board unable to regroup.
Now you fall back safe in the knowledge, that as long as there is a next turn and you are away from the edge you come back straight away. Combat tactics is awesome, even more so than before.
One disadvantage is you can no longer escourt draigo off the board, which happened often and was always funny.(yes, he whole squad is now fearless anyway.)
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![[Post New]](/s/i/i.gif) 2012/10/01 13:23:47
Subject: Tactical Squads and 6th Ed.
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Bonkers Buggy Driver with Rockets
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What load out would you give tactical squads with Chapter Tactics Stealth?
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Paul Cornelius
Thundering Jove |
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