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Made in ca
Student Curious About Xenos





1. If my force is comprised of troops that are S3/T3 should I build my scoring squads exclusively at full-strength?
2. How many weapon/ability upgrades should I include in my scoring squads? That is to say, should they be equipped to handle multiple threats or remain 'vanilla' in their loadout of wargear?
3. Plasma weapons. The Gets Hot! special rule immediately waves me off from wanting to select these weapons. Are they effective?

I am sure I'll have more questions as my research into the various armies expands, but these are two that seem fundamental to force composition. If the squad is too small it can be destroyed easily, it uses a valuable squad selection slot and so on. However, forces that have high point models (ie: Space Marines and Chaos Space Marines) seem able to field minimal strength (5-man) squads and get away with it. Are there any best practices?

Thanks gents.

This message was edited 1 time. Last update was at 2014/01/15 07:59:57


55 points and counting 
   
Made in us
Painlord Titan Princeps of Slaanesh





Marines excel at using multiple small units because 5 marines are enough to hold an obj, not over kill a target, and only lose 5 marines when a full enemy squad fires or assault them.
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Schwerpunkt wrote:
1. If my force is comprised of troops that are S3/T3 should I build my scoring squads exclusively at full-strength?

Depends. Guardsmen want to be blobbed where it can be helped in platoons, though Vets are still an attractive choice. This one requires a bit more information to evaluate, say if you were Eldar my answer would be quite different.

2. How many weapon/ability upgrades should I include in my scoring squads? That is to say, should they be equipped to handle multiple threats or remain 'vanilla' in their loadout of wargear?

Upgrades again, depend on the squad, though typically there are some upgrades and weapons you should definitely consider. Case in point, never take Veterans without special weapon upgrades, though you don't have to sleep hard over not giving Infantry Platoon squads in the IG no special weps.

You want to avoid outfitting Sergeant models heavily at all costs, because despite looking attractive they can prove to be a huge worthless points sink. Don't take CC weapons unless that is the explicit purpose of the squad.

3. Plasma weapons. The Gets Hot! special rule immediately waves me off from wanting to select these weapons. Are they effective?

Certainly. Gets hot has a 1 in 20 chance of killing Marines, but on Guardsmen you can field enough and spam enough for low investment so its less of a problem.

I am sure I'll have more questions as my research into the various armies expands, but these are two that seem fundamental to force composition. If the squad is too small it can be destroyed easily, it uses a valuable squad selection slot and so on. However, forces that have high point models (ie: Space Marines and Chaos Space Marines) seem able to field minimal strength (5-man) squads and get away with it. Are there any best practices?

Low cost, max effectiveness. Strongly consider how they'll be utilized (logistics) by transport or movement.

E.g

Veteran Squad with 3 plasma guns, Chimera. 170 points for a versatile unit with plenty of AP2 firepower.


Thanks gents.

This message was edited 1 time. Last update was at 2014/01/15 14:42:55


 
   
Made in us
Executing Exarch





The Twilight Zone

1.Like Mr. Omega said, it really all depends on what army your running. 5 dire avengers vs 5 tactical marines vs 5 hormagaunts vs 5 gretchin vs 5 kroot are literally very different animals. Some things need to be in swarms, some things work in small teams. Eldar guardians are a good example of a squad going both ways: 10 man squads in a serpent have devastating dakka sidearmrs. 20 man squads with dual heavy weapons and a support character make for good scoring blobs.

2. Upgrades depend on what you want your squad to do. Most squads carry firearms that can shoot down other footsoldiers(to varying degrees of effect) Special and heavy weapons are taken to increase AI power, add AT, and/or range. Combi weapons are decent to match the squad if you have access to them; an example is 10 tac marines with a melta and combi melta. Otherwise, keep sarges cheap unless you have a particular need for some special CC or shooting weapon.

3. Plasma is generally worth the risk and dead effective. Plasma is generally expensive, so spamming it becomes difficult.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in ca
Student Curious About Xenos





 Dr. Serling wrote:
1.Like Mr. Omega said, it really all depends on what army your running. 5 dire avengers vs 5 tactical marines vs 5 hormagaunts vs 5 gretchin vs 5 kroot are literally very different animals. Some things need to be in swarms, some things work in small teams. Eldar guardians are a good example of a squad going both ways: 10 man squads in a serpent have devastating dakka sidearmrs. 20 man squads with dual heavy weapons and a support character make for good scoring blobs.

2. Upgrades depend on what you want your squad to do. Most squads carry firearms that can shoot down other footsoldiers(to varying degrees of effect) Special and heavy weapons are taken to increase AI power, add AT, and/or range. Combi weapons are decent to match the squad if you have access to them; an example is 10 tac marines with a melta and combi melta. Otherwise, keep sarges cheap unless you have a particular need for some special CC or shooting weapon.

3. Plasma is generally worth the risk and dead effective. Plasma is generally expensive, so spamming it becomes difficult.


This is great, I'll finish writing my 500 point starter force and post it up for feedback.

55 points and counting 
   
 
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