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Made in us
Freaky Flayed One




Hi what are some of the most effective tac marine loadouts 7th edition?

Plasma/combi plas and melta/combi melta are tried and true but is there anything else they can do without going out of control with points costs?

Also is it worth it to take 10 man squads and combat squad for the heavy wep or should i be just running 5 man squads with the special wep?

   
Made in us
Dakka Veteran





When I take 5 man squads I take the combi-plasma/plasma or combi-melta/melta builds you mentioned and stick them in a Razorback. Sometimes I bump the squad up to 10 men and combat squad it, giving the unmounted combat squad a plasma cannon as I find this is the best place for the weapon: a cheap investment taking pot shots and hoping to catch the enemy in an awkward position.

I take 10 man squads frequently. I like gravcannon + grav gun (for static squads ) or plasma gun (for mobile squads) to thicken my battleline and hold the enemy for a turn or two in close combat. Give them a Veteran Sergeant with a power fist and an independent character and you have a unit that can beat up weaker foes.

I also like cheap 10 man units with a heavy bolter + flamer or melta gun to stick in a Rhino a harass the enemy's flank.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
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Freaky Flayed One




With the 5 mans you prefer razorbacks over rhinos why is that?
   
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Dakka Veteran





Rhinos don't do anything after the troops disembark, while Razorbacks can shoot with a decent gun. As the five man squads are often engaging high value targets they appreciate the Razorback's gun as it can often finish off what they soften up, giving them enough firepower to credibly hold a flank.

Rhinos are better for ten man squads (who bring enough fighting power on their own) and squads with heavy weapons (who can shoot out of the fire point).

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
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I'd argue Rhinos are fantastic even without heavy weapons. Obsec units that can move 18"/turn are important.

Tier 1 is the new Tactical.

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 NuggzTheNinja wrote:
I'd argue Rhinos are fantastic even without heavy weapons. Obsec units that can move 18"/turn are important.


tell that to the literal hords of players who ignore objectives and try to table you -.-

anyway heres a few i like:

10 man, drop pod, combi grav, melta gun, mm usually i drop these in against an offensive tank or mc. the drop on by and at the least soften you up

5 man, combi bolter, heavy bolter, razorback. everyone gets out, sets up and you get a lot of dakka dakka for a modest price at 24-36" a plasma cannon also works, you can also swap out the hb's for lascannons on the vehicle and tacticals to get a similar effect though there are cheaper ways to get 2 lascannons even if one is twin linked

5 tacticals with a missle launcher or a lascannon (aka the notdevestators)

i also rather enjoy the concept of blood angels tacticals with a HF, flamer and combi flamer in a pod against orks. lots of flamers for bbqing greenskins

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Made in us
Freaky Flayed One




Yeah blood angels are awesome i like to give the sarge 2 inferno pistols and a tac with a melta gun in drop pod

How can you beat 3 meltas comig down turn 1 as your troop choice?!?!
   
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Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

One of my favorite go-to builds is the tried-and-true suicide melta squad. Meltagun, Combi-melta, Drop Pod. 125 points. I've killed Pask a couple of times with this unit, and taken several hull points off of superheavies.

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Chaplain with Hate to Spare





Sioux Falls, SD

I run Combi-Melta/Meltagun Tacticals, in either a five or ten man squad. Five man squads go in Razorbacks, tens go in Rhinos. The fact Rhinos have Fire Ports, so you can fire the Special Weapon out of one of the ports as well as a Bolter in addition to using the Storm Bolter. If you run a Combi-Plasma/Plasmagun, I would almost always put them in a Rhino over a Razorback.

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Made in us
Dakka Veteran




There's actually few wrong ways to build tac squads and most involve upgrades and unit sizes 6-9. It's more about whether tacs are even good or not for what you face. In the right situation and the right hands rhinos are incredibly useful and I'd rate them above pods both in durability and utility. They bring an element of attrition the other choices do not.

RBs are my personal favs, especially fast ones, but outside of gladius they get expensive quick for the firepower they bring.

In the end it's always been within the context of the list that I usually rate a unit build.

   
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Freaky Flayed One




how about for melee weapons? Is it pretty rare nowadays to put too many points into the sarge?
   
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Chaplain with Hate to Spare





Sioux Falls, SD

mjo2892 wrote:
how about for melee weapons? Is it pretty rare nowadays to put too many points into the sarge?
Tacticals are a mid-range unit. Putting a CC weapon on the Sergeant is a waste of points since you don't want your Tacticals in melee in the first place.

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I like to have one Sergeant with a power fist or axe, just in case I need a little melee punch. Most of them, though, just get a combi-weapon and melta bombs.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
Made in us
Battleship Captain




Oregon

Grav Cannons are pretty awesome for them. Expensive to be sure but a five man squad hiding in a Rhino midfield pumping out five grav shots a turn is not insignificant firepower for an ObSec objective holder.
It's also the only heavy weapon with any real punch the turn you drop pod in and pairs well with plasma & c-plasma.
   
Made in us
Blood-Drenched Death Company Marine




mjo2892 wrote:
how about for melee weapons? Is it pretty rare nowadays to put too many points into the sarge?


Depends on your goal. Are you number crunching for efficiency? Then it is generally no worth it for a Tact sgt.

I on the other hand always do because it feels wrong not to have melee weapons for my Blood Angels sgts. I use mine as close range fire support for my assault units.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I tend to use a Lighting Claw {To Go with the Combi-Weapon} on mine.
This just comes from if I don't take one My Tac Squads are Assaulted, but if I take a Power Weapon I don't get Assaulted.

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mjo2892 wrote:
Hi what are some of the most effective tac marine loadouts 7th edition?

Plasma/combi plas and melta/combi melta are tried and true but is there anything else they can do without going out of control with points costs?

Also is it worth it to take 10 man squads and combat squad for the heavy wep or should i be just running 5 man squads with the special wep?

[/quote



It all depends on your chapter tactics. For example, I use Salamanders. Sgt has a combi-flamer and a MC power fist and their is a melta gun in the squad. If I play Imperial fist, I would take combi-flame on the Sgt and Heavy bolter.

This message was edited 2 times. Last update was at 2015/09/30 19:02:30


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mjo2892 wrote:
Yeah blood angels are awesome i like to give the sarge 2 inferno pistols and a tac with a melta gun in drop pod

How can you beat 3 meltas comig down turn 1 as your troop choice?!?!


Inferno pistols are terrible. Too short of a range for the price.

I can beat the squad easily by using a gun that will get to fire.

This message was edited 1 time. Last update was at 2015/09/30 19:29:57


 
   
Made in us
Freaky Flayed One




Isnt a power fist a heavy investment into a t4 w1 ar 3+ model?
Plus if you upgrade to vet for the extra attack thats a huge amount of points. I think with just vet and pf it comes out to 49!
   
Made in us
Blood-Drenched Death Company Marine




Yes it is, but I find they get work done. My power fists earn their points back quite often. The other reasons I like them for Sgts are:

1. It's a deterrent to being charged.
2. My Power Swords are manufactured by NERF.
3. Appearance. I really like the Sgts I've built with them over the other options.
   
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When has a Power Fist Sergeant ever made points back this edition? You must live in the most casual environment to exist.

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The Dog-house

Slayer-Fan123 wrote:
When has a Power Fist Sergeant ever made points back this edition? You must live in the most casual environment to exist.


Ive had one punch the Jump pack Ork Named Character to death.

If playing heavy armour infantry lists, 10-man Tactical squad w/ grav, combi-grav and grav cannon in a rhino

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Dakka Veteran




Eastern Washington

A salamander sarge would be worth upgrading. As a vet sarge with a power ax & pistol thats 3 Str5 ap2 attacks with a reroll. Or just a master crafted melta bomb with twin linked, combi-flamer/melta.

Man, I can't wait until the next BAs codex. 5 man tacs in fast rhinos with gravcannons. Ohhhh. Our day will come.

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Locked in the Tower of Amareo




You can't disembark after moving more than 6". Or fire, for that matter.
   
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Dakka Veteran





The power fist isn't so the Tactical squad can win a fight all on its own; it's so the squad can combine with a character or a dreadnought or whatever and defeat a semi-serious foe. I don't find them to be strictly necessary, but they can be useful.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Saber wrote:
The power fist isn't so the Tactical squad can win a fight all on its own; it's so the squad can combine with a character or a dreadnought or whatever and defeat a semi-serious foe. I don't find them to be strictly necessary, but they can be useful.
The thing is, you are spending 35 puts upgrading a model that is trying to do something Tacticals really aren't meant to do. Tacticals are best used camping objectives and shooting down anything that gets close to them. They aren't really meant to hunt stuff down. There are much better units for accomplishing that, such as Vanguard Veterans or Command Squads.

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Locked in the Tower of Amareo




Tacs are too expensive to camp objectives. Everyone fights in my lists.
   
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San Diego, CA

I'm on the side with no sgt upgrades, my tacs are shooty and cheap so I can bring more other toys.

 
   
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Blood-Drenched Death Company Marine




Slayer-Fan123 wrote:
When has a Power Fist Sergeant ever made points back this edition? You must live in the most casual environment to exist.


My Meta is rather casual, because 75% of the regular wargaming guys refuses to play 40k anymore.

That said. The advantage Tacts have is they are a low priority target. Especially if you have Death Company hogging the spotlight. It allows the Tacts to get close and go to work. They're not grabbing a lot of glory or anything, but they do earn their points quite often,
   
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Locked in the Tower of Amareo




Most lists can engage dc and tacs if they want. But tacs are very ignorable.
   
 
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