GamerGuy wrote:
apologies to nevelon, my laggy PC only brought your post in after I'd posted the follow-up.... Sorry!
Wait? damn you're right, no auspexes then... I have them modelled cause they're cool, didn't realise they weren't an option...
Glad you feel my struggle on Loadout B, The heartstrings are played like a harp by the classic loadout.
-targets are as they will always be at 750pts, and the lower points allowance of the casual games I'm looking for may invalidate the focused grav squad a little? -I'm feeling full melta are going to be a Drop Pod unit? Taking a single pod ensures it comes in turn 2, taking out any armour (which will hurt more at 750) and being ObSec in my opponents deployment.
I moved my one sarge with an ausepx over to a
dev squad. Counts-as a signum.
As for what you see in low point games, it’s frankly anything these days. 750 could see things like Imp. Knights, wairthknights, or a host of other really nasty things. Sometimes multiples. So without knowing how competitive your local scene is, it’s hard to make recommendations. I will say that 750 is a point level that tends not to attract the hyper-competitive.
YMMV.
On the melta squad: I’ve fielded them in both a rhino and pod. The pod does suit them better, but they can get the job done in a tank. And a single pod comes in on turn
one. You get half your pods, round up, in the first turn. Pod lists are not for everyone, but they hit fast and hard. High risk/high reward.
zerosignal wrote:Heavy weapons are better on dedicated units (i.e. Devastators).
That ML has to sit in the backfield and makes the other 4 marines firepower useless.
Grav cannon mitigates this slightly, as does HB (due to the number of shots).
While you are correct about them being better on dedicated units, that does not make them useless on
tac squads. And at low point values, you might not have the spare points for a
dev squad.
While combat squadding the heavy to the back field is often a decent idea, there are advantages to dragging it downfield. Not every game, but it’s nice to have options. For example, if you are dealing with a Imp. Knight, odds are it’s ion shield is pointing towards your main
AV firepower, so a krack missile at it’s side/rear might do more good coming from a
tac squad in the midfield.
I feel that the Grav cannon,
HB and
MM are the best picks for
tac squads. Assuming you still take them. But I’m an old fashioned Ultramarine, and the codex tells us to take 10 man squads with both the special and the heavy. Grav works best on the move, and kills the things that really need to die these days. Both the
HB and
MM are low cost, so I don’t feel like I’m wasting a lot of points if I’m just snap firing them. And on turns where you don’t need to move, the
HB backs up the squad’s bolters well, and the
MM is the 3rd melta shot in a
MM/M c-melta squad. Which helps a lot to kill a tank. Plus the
tac squad was heading down the table anyway, which is where melta needs to be.
But I still field my
ML/F squad. They have been serving loyally since the
RT days. And while I’m very “meh” on missile launchers these days, they still mostly work.