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![[Post New]](/s/i/i.gif) 2014/01/18 11:32:16
Subject: Tactical Squad loadouts?
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Ultramarine Librarian with Freaky Familiar
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So, I've nearly finished my half of the Ultramarines 2nd Company, accurate to how it's described in Codex: Space Marines, and I was thinking of starting up a new Chapter, so my question is: What to equip my new SM? I will leave my Chapter Trait blank and changeable between games, but I lean towards UM, IF, BT traits. I don't tend to take Tactical Marines in Drop Pods, I leave that to Sternguard. Any help?
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They/them
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![[Post New]](/s/i/i.gif) 2014/01/18 11:54:35
Subject: Tactical Squad loadouts?
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Sneaky Sniper Drone
South East England
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For Imperial Fists, I tend to favour plasma guns (combi-plasma on the sergeant) and a heavy bolter as I like IF gunlines. Don't know much about Ultramarines as I don't particularly care for them. For Black Templars, I give my crusader squads a las/plas combo if I feel like I'm gonna have to do a lot of shooting, but if I don't I slap a flamer and a power weapon in there and add a Sword Brother with the same; a handful of neophytes with shotguns is always good.
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When light no longer rose to kiss me,
I swore to tear Heaven asunder
As flights of fallen angels wished me
Godspeed on the Devil's Thunder |
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![[Post New]](/s/i/i.gif) 2014/01/20 22:00:56
Subject: Tactical Squad loadouts?
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Ultramarine Librarian with Freaky Familiar
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If I use BT doctrine, I won't be using the Crusader Squads, I just love the Emperor's Champion and the Rending! But I'm a little bit curious about the plas/HB build, surely this splits the squad's role when it's better to be based around a certain goal? I would be keeping the squad stationary, for the record.
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![[Post New]](/s/i/i.gif) 2014/01/21 14:23:37
Subject: Tactical Squad loadouts?
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Bounding Assault Marine
brooklyn, NY. USA
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i roll with Fists, i personally roll them bare, 10 bolter Marines in a drop pod. With Bolter Drill thats 15 hits a turn.
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There is only the Emperor! He is our shield and protector.
Crimson Fist- 9,000+
30K Imperial Fists- 2100 |
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![[Post New]](/s/i/i.gif) 2014/01/21 21:59:48
Subject: Tactical Squad loadouts?
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Ultramarine Librarian with Freaky Familiar
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I tend not to use my Tacts in that way, I save them for my objective scoring needs. I mainly just want a weapon loadout that works for fairly stationary objective camping Tacts. I've seen about plasma or grav, but would a cheaper weapon like a flamer or melta be in order? Also, heavy weapon-wise, what do I field? Missiles, HBs, MMs or lascannons? I'm really not sure!
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![[Post New]](/s/i/i.gif) 2014/01/21 22:22:05
Subject: Tactical Squad loadouts?
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Adolescent Youth with Potential
Chicago
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I wouldn't say the HB/Plasma build splits the squad's role anymore than having a plasma gun and 9 bolters. That's still a light armor/heavy infantry weapon paired with what is primarily light infantry fire. Personally, I float between the ML and the HB as my heavy weapon for my tactical squads.
Seeing as you don't see yourself deploying them all that aggressively, perhaps moving towards 5 man squads with only the heavy weapon make the most sense all else equal. This would allow each backfield objective sitter to contribute from long range.
The other question that you might want to ask is "what does my army lack that these tactical squads can bring, special weapon wise?"
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![[Post New]](/s/i/i.gif) 2014/01/21 22:24:13
Subject: Tactical Squad loadouts?
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Locked in the Tower of Amareo
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With 6th ed heavy weapon pricing, I've largely given up on heavy weapons in tactical squads. Having a single heavy in a squad of rapid fire lures people into standing still too much.
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![[Post New]](/s/i/i.gif) 2014/01/21 22:40:45
Subject: Tactical Squad loadouts?
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Land Raider Pilot on Cruise Control
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I run a few different versions:
1st tac squad melta and MM
2nd tac squad flamer and missile launcher
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![[Post New]](/s/i/i.gif) 2014/01/22 04:53:30
Subject: Tactical Squad loadouts?
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Longtime Dakkanaut
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Mine generally run two ways as Salamanders:
The mobile squad, which is a 9-10 man squad (to leave room for the HQ in some cases), where the Sergeant has a Combi-Flamer and the squad has a Flamer, loaded up in a Rhino.
And the static squad, where it's a 5 man unit equipped with a heavy weapon (Multi-Melta normally, though I'm experimenting now with a Plasma Cannon), and occasionally a combi-weapon on the Sergeant, assigned a Razorback.
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![[Post New]](/s/i/i.gif) 2014/01/22 07:10:20
Subject: Re:Tactical Squad loadouts?
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Veteran Wolf Guard Squad Leader
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plasma gun plasma cannon for combat squadding and sitting cannon somewhere, otherwise if I feel i might be moving ill use heavy bolter so I can snapfire.
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![[Post New]](/s/i/i.gif) 2014/01/22 07:46:50
Subject: Re:Tactical Squad loadouts?
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Infiltrating Broodlord
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I play BA, not SM, but I think tactical squad tactics still apply here.
After just playing a game against orks, with flamers in my army, I've actually decided that flamers on anything that's not in a drop pod just doesn't get the job done. And your assault marines are perfect for that. Double flamer drop pods are $$. Flamer tacts, even in a rhino or Razor, just don't get the job done. Pretty much ever. So I'm going to go ahead and pay the money down to run my tacticals with plasma guns. Plasma guns and bolters actually run together pretty well with their matching ranges, and you can easily match pretty much any heavy weapon. The only heavy weapon I really couldn't see working is if you're shooting a LC at a heavy tank and none of the other weapons in the squad being able to touch it.
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Proud supporter of
It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos |
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![[Post New]](/s/i/i.gif) 2014/01/22 14:27:09
Subject: Tactical Squad loadouts?
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Locked in the Tower of Amareo
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MLs are so useless. Never put them on tac squads.
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![[Post New]](/s/i/i.gif) 2014/01/22 15:03:43
Subject: Tactical Squad loadouts?
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Land Raider Pilot on Cruise Control
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The SM players at my FLGS (myself included) find them quite useful with the builds we run.
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![[Post New]](/s/i/i.gif) 2014/01/22 15:21:38
Subject: Tactical Squad loadouts?
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Decrepit Dakkanaut
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Missile Launchers are the best thing ever. They're even better than internet hyperbole! If you're going to camp an objective, then Plasma Gun + Missile Launcher doesn't hurt. I like to give the sergeant a combi-weapon that matches the special weapon in the squad. When I can take 3 tactical squads: 1. Rhinos for all 3 2. Squad A: Meltagun, combi-melta, multi-melta. Race towards a tank or something! Usually dies. Or it survives and scores! Like a male Preying Mantis! 3. Squad B: Plasma Gun, Combi-Plasma, pick a heavy weapon (Heavy Bolter or Plasma Cannon). The point of the squad is to take down or at least threaten monstrous creatures and/or terminators. This won't go further than mid-field, usually camps. 4. Squad C: Melta Bomb sergeant, plasma gun, lascannon or Missile launcher. Campers. Stays in the Winnebago as long as possible.
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This message was edited 2 times. Last update was at 2014/01/22 15:22:58
DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2014/01/22 15:30:21
Subject: Tactical Squad loadouts?
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Locked in the Tower of Amareo
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As I said, I've stopped putting heavy weapons on tac squads with 6th edition pricing. And even when they were free, MLs were terrible. They are just more terrible now that they are 15 pts.
This is not a thread about MLs, but much of what makes MLs poor makes tactical squads poor. Load outs don't change this.
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This message was edited 1 time. Last update was at 2014/01/22 15:47:51
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