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I am planning on making a custom chapter so I can try out different chapter tactics and see which one I like the best. Until then, what would be a good build for my Tactical squads that lets me get the best out of each CT?

I was thinking missile launcher for the heavy weapon, flamer for the special, and combi-plasma for the Sgt. Missile launcher is cheap, comes in the sprues, and can be combat squad out in the back field. Flamer is always good (especially with Salamanders CT), and combi-plasma for any difficult to kill infantry.

Any other ideas or suggestions?

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Implacable Black Templar Initiate




New Zealand

I like Tac squads to be rather bare bones. Maybe something like this:

10x marines, 1x Melta, 1x Combi Melta Sergeant.
10x marines, 1x Melta, 1x Combi Melta Sergeant.
10x marines, 1x Plasma, 1x Combi Plasma Sergeant.

I use the Melta marines as dedicated vehicle poppers, mostly in pods. Often combat squadded as the melta's are usually suicide units.

Your plasma squad of death is used to hunt down some big and nasty MC's. Also used to pop DT's.

Then you add supporting units to further tailor your list. I put all of my heavy weapons in Devastator Squads now, I usually field two squads; mostly because I use IF tactics, so the multitude of Bolter's takes advantage of the re-roll shenanigans too.

For extra flexibility you have the option to combat squad your Dev's. I like to do this because it allows me to have more separate units of bolters, or be able to use pseudo split-fire. Don't forget to forgoe your Dev Sgt's shooting for one of your HW's being BS5.

Sorry, I went off topic..

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I love Devs too, but I'm worried about using them now with so many AP3/2 and cover-ignoring weapons out there right now...

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 Ferrum_Sanguinis wrote:
I am planning on making a custom chapter so I can try out different chapter tactics and see which one I like the best. Until then, what would be a good build for my Tactical squads that lets me get the best out of each CT?

I was thinking missile launcher for the heavy weapon, flamer for the special, and combi-plasma for the Sgt. Missile launcher is cheap, comes in the sprues, and can be combat squad out in the back field. Flamer is always good (especially with Salamanders CT), and combi-plasma for any difficult to kill infantry.

Any other ideas or suggestions?


The following are the best Doctrines for Tactical squads, or at least something a Tactical squad can make real use of (IMO).

*Ultra Tactical Doc- Do not take a flamer. You get to re-roll all misses with your Tactical squads, so your heavy weapon doesn't matter (though number of shots takes the most advantage of this Tactic) and your special weapon should probably be a Plasma or Grav gun with a combi-plasma or combi-grav on the Sarge. You really want to be in Rapid fire range when you do pop this Tactic, and personally I would take Plasma over Grav due to the bolter range/rapid fire synergy.

*Ultra Assault Doc- Allows your Tactical squad to re-roll assault range, incase your getting your Combat Squaded Tactical lead by your Sarge with a PW or Fist into Melee.

White Scars Doc- If you take Khan you get access to his 'Master of the Hunt' SR. If your units have a White Scar Doc and Khan, your Dedicated Transports get the Scout USR. I like shorter ranged Heavy weapons like Multi-Meltas and Plasma/Grav special weapons to hit that 12" sweet spot. Though Melta guns are not bad because they may be in range by Turn 1.

Imperial Fists Bolter Drill Doc- Pretty obvious here, bolters. Heavy Bolter, Special that suits to taste, storm or combi-bolter on the Sarge.

Iron Hands Flesh is Weak Doc- Feel No Pain on a 6+ means you get a second roll against 'Gets Hot', so all Plasma (Heavy Plas, plasma, combi-plas) is not a bad choice. This also allows you to play a touch more aggressive, so Flamers and other shorter range weapons have a better chance to work. I will note a 6+ is not a end all be all roll, but a second roll is a second roll.

Iron Hands Machine Empathy Doc- really good for Mech based Tactical squads, as your transports have a chance to live a little longer. Pretty strong with Rhinos and their Repair special rule.

Salamanders Flamecraft Doc- All Flamers all the time. This means combi-flamers and Heavy Flamers on your tactical squads if you actually want to make full use of this Doc.

Salamanders Master Artisans Doc- All Sergeants should have a master crafted combi weapon. Because of the re-roll, I suggest Plasma. Other than the Sarges, the rest of the squad doesn't really matter for their load-out. But I feel if you go Combi-Plasma, your Special weapon should also be a Plasma for synergy sake.

Raven Guard Strike from the Shadows Doc- Don't like the Khan? Here you give /everyone/ in your detachment the Scout SR (besides bulky+ units) and 1st turn you get Stealth for an added cover save bonus (works great with Turn 1 Night fighting). I like shorter ranged Heavy weapons like Multi-Meltas and Plasma/Grav special weapons to hit that 12" sweet spot. Though Melta guns are not bad because they may be in range by Turn 1.

* NOTE: All Ultramarine Docs are 1 use only, for 1 Turn. You declare at the start of your Turn that your using it and it is a use or lose type situation. If you have a unit that doesn't use it that turn, you can not use it later.

This is how I would load-out my Tactical squads with those Docs.









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Connecticut

BlkTom, that's an excellent post.

 BlkTom wrote:

White Scars Doc- If you take Khan you get access to his 'Master of the Hunt' SR. If your units have a White Scar Doc and Khan, your Dedicated Transports get the Scout USR. I like shorter ranged Heavy weapons like Multi-Meltas and Plasma/Grav special weapons to hit that 12" sweet spot. Though Melta guns are not bad because they may be in range by Turn 1.
WS also gives all your tacticals 'Hit and Run' -- which is a great USR. This helps keep them from getting locked in a combat they don't want to be in.

 BlkTom wrote:

Salamanders Flamecraft Doc- All Flamers all the time. This means combi-flamers and Heavy Flamers on your tactical squads if you actually want to make full use of this Doc.
If you take Vulcan, you can also take advantage of the TL MG that he gives. Then those weapons can become valueable in a TAC squad.

Given that heavy weapons are limited based upon the model and not the unit, putting a MM in a TAC squad sitting in the middle of the board is much more of a viable option now.

This message was edited 2 times. Last update was at 2013/10/24 12:20:33


 
   
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 labmouse42 wrote:
BlkTom, that's an excellent post.
 BlkTom wrote:

Salamanders Flamecraft Doc- All Flamers all the time. This means combi-flamers and Heavy Flamers on your tactical squads if you actually want to make full use of this Doc.
If you take Vulcan, you can also take advantage of the TL MG that he gives. Then those weapons can become valueable in a TAC squad.

Given that heavy weapons are limited based upon the model and not the unit, putting a MM in a TAC squad sitting in the middle of the board is much more of a viable option now.


Keep in mind that heavy flamers are not an option in tactical squads
   
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Upstate, New York

To many choices, there are going to be trade offs no mater what you pick.

I'd run HB/Flamer, with a c-melta on the sarge. It's a jack of all trades, mediocre build, but everyone should get something from it.

Or just paint up extras and swap them in, or magnetize bits.

   
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for Fists i say dont even bother with the heavy bolter, go bare bones, 10 marines with bolters, it takes the most advantage of the CT, thats 15 hits if ur in rapid fire range, which is how i would run them coming out of a drop pod oreven a rhino.

plus its the cheapest way.

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Just play multiple games with squads set up for each tactic. Excellent excuse to get more games in that way!

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when in doubt, magnetize. it's fairly straight forward to magnetize one marine to hold any of the special weapons and to magnetize the arms on your sergeant so you can give him a bolter or combi-weapon or whatnot. this gives you flexibility in your future lists regardless of what chapter tactics you decide on.

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I guess that the point is to not equip Tac squads as "jack of all trades, master of none"

They don't work well like that unless you combat squad them.. even then, specifically when using something like the IF 3rd coy tactics, it's still better to not include heavy weapons.

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nobody wrote:


Keep in mind that heavy flamers are not an option in tactical squads


Thanks Nobody, missed the note that they were for Legion of the Damned and Sternguard.

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The Burble

Red Scorps get free upgrade on the sarge to make him an apothecary. I like that, a max squad with all plasma. Too bad only tactical sergeants can get upgraded.

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Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.

Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.

 
   
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I know magnetizing would solve all my problems, but there doesn't seem to be any tutorials on it yet for the new tactical squad...

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Marines are cheep. You can also just buy a few others and give them weapons. Often in my armies ill have 12 tacs in a squad. One with a PG, MG, ML, MM. The idea is you only need about 2 extra marines to give you a lot of options.

   
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I basically have enough marine models at this point to run any config.

In my salamanders I run combi-flamer/flamer in 10 man rhino squads and combi-grav/las in 5 man squads

My drop pod list uses 10 man squads with combi-melta/meltagun who combat squad if the enemy has several vehicles so they can pop as many as possible on the way in.
   
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 labmouse42 wrote:
Marines are cheep. You can also just buy a few others and give them weapons. Often in my armies ill have 12 tacs in a squad. One with a PG, MG, ML, MM. The idea is you only need about 2 extra marines to give you a lot of options.



only 3 guys are different
7 bolter bros and then a plasma gunner, meltagunner, flamergunner and various sergeants. same with champions.

15 guys gives you a ton of options for 10 man squads

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 labmouse42 wrote:
Marines are cheep. You can also just buy a few others and give them weapons. Often in my armies ill have 12 tacs in a squad. One with a PG, MG, ML, MM. The idea is you only need about 2 extra marines to give you a lot of options.



Yeah, marines are cheap. Special weapons are not. But if you had the special weapons options already, it's easy to find a body to go with them.

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 Tyberos the Red Wake wrote:
 labmouse42 wrote:
Marines are cheep. You can also just buy a few others and give them weapons. Often in my armies ill have 12 tacs in a squad. One with a PG, MG, ML, MM. The idea is you only need about 2 extra marines to give you a lot of options.



Yeah, marines are cheap. Special weapons are not. But if you had the special weapons options already, it's easy to find a body to go with them.
Doesn't a TAC box come with all those weapons?
   
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The new one might, but if you had bought your marines previously you got just a flamer and missile launcher.

That's why I loved the bt conversion box so much

   
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California

The new box has the special weapons but only 2 of the heavy. Missal luancher and heavy bolter I think. Not a big fan of the new look for it either. I prefer the older version with the ammo belt feed. The rest you only get in the dev box.

This message was edited 2 times. Last update was at 2013/10/28 14:08:59


 
   
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 wowsmash wrote:
The new box has the special weapons but only 2 of the heavy. Missal luancher and heavy bolter I think. Not a big fan of the new look for it either. I prefer the older version with the ammo belt feed. The rest you only get in the dev box.


The sternguard sprue is where the new HB is (plus a HF) is. The tac sprue is just the ML for heavy weapons.

I like the new HB personally, the only problems with it are the obvious veteran markings, compounded with the fact that it's not worth giving to sternguard. But the lack of the belt feed makes it feel better on a marine that's aggressively on the move, and might have to set it down for a sec to rip someone's head off. The belt fed ones are better for marines standing on a hill with similarly armed friends, hosing death on everything in LOS.

   
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Eh everybody has their own preferences. I still prefer the bulky look.
   
 
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