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		<title><![CDATA[Latest posts for the thread "Space Marine Tactical Squads"]]></title>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ Alright now I am looking at Tactical squads.<br /> <br /> Here is one option.<br /> <br /> 3x 6x Tactical Squad<br /> Razorback<br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, 2x Storm Bolter, Dozer Blade<br /> <br /> // ~450 points<br /> <br /> Razorbacks use cover, then move up.  Back them up with Vindicators.<br /> <br /> Problem:  I do not really want Vindicators.<br /> Advantage:  They are mostly stand and shoot <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads to sit on objectives.  Everything else is Elite.  Terminators and probably Vanguard squads.<br /> <br /> Here is another option<br /> <br /> 2x 10x Tactical Squad<br /> Plasma Cannon, Plasma Gun, Power Weapon<br /> Razorback<br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, 2x Storm Bolter, Dozer Blade<br /> <br /> 1x 10x Tactical Squad<br /> Meltagun, Powerfist<br /> Rhino<br /> <br /> // ~750<br /> <br /> So with this I lose the Vanguard squad.  I probably keep the Razorbacks pillboxed.  I probably take two Thunderfire Cannons (for dealing with say Lootas, and to reinforce cover), and back everything up with Terminators and Legion of the Damned (which can tank-hunt).]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 05:35:55]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ My problem with razorbacks is that they're sticking a tank gun onto a transport vehicle, making them into a threat. First off, you don't get to shoot that gun as you're barreling forward towards the enemy, and when you do those armour 11 vehicles suddenly become a lot more attractive to enemy fire. Why not stick all those guns onto predators, that are entirely more survivable? The guns on razorbacks are just entirely too expensive for my tastes.<br /> <br /> The only thing I might consider using them for is heavy flamers. Against horde, a heavy-flamer equipped transport would do some serious damage. In every other case I would rather have rhinos, with the extra points spent on upgrades, dreadnoughts, or predators.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 05:54:02]]> GMT</pubDate>
				<author><![CDATA[ PirateRobotNinjaofDeath]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ I just like Razorbacks.  That, and they get the same bonus from cover that other tanks do, making the AV11 less of a liability.<br /> <br /> 15 points more for a Rhino and you get some solid shooting.  Only 5 if you skip the second Storm Bolter, which I might do so to be honest.  Perfect for Combat Squads.  Speaking of which, I might skip the Dozer Blade, too.  If they get stuck they get stuck.  Fortunes of war you might say.  Although it is good for a moving wall/ weapon battery.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 06:31:08]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ 2x 6x Tactical Squad<br /> Razorback<br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, 1x Storm Bolter, Dozer Blade<br /> <br /> 1x 10x Tactical Squad<br /> Meltagun, Powerfist, Combi-melta, Teleport Homer<br /> Rhino <br /> Hunter-Killer<br /> <br /> // ~120 points more than the triple Razorback.  4 more bodies, less shooting and some anti-tank anti-everything.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 06:45:41]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ I understand where you're coming form, but I'm just not entirely convinced. Six-man capacity won't carry a fully kitted out tactical squad, meaning you'll have to leave five marines out to dry on your side of the board. Cutting tactical squads down to only 6 limits your special and heavy weapon options to those mounted on the tank, which is a lot less survivable than an effectively 9 wound heavy weapon marine.<br /> What I do think razorbacks are great for is squads whose tactical relevance isn't compromised by the capacity cap. For instance a 6-man sternguard squad, a command squad with attached character, or perhaps honour guard or <span class="glossaryitem" onmouseover='gp(457);'>jp</span>-less vanguard vets (that i'm not convinced aren't useless anyways, but at least they aren't any worse at 6 marines), all fit this bill.<br /> Three <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in rhinos combined with two sternguard squads in razorbacks is a pretty deadly combination. <br /> <br /> Hunter killer missiles were an interesting option in the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex, where you had to pay extra for the missile launcher marine. Comparing the point cost of a <span class="glossaryitem" onmouseover='gp(328);'>ML</span> with the number of times you fired it to an single shot <span class="glossaryitem" onmouseover='gp(55);'>HK</span> that doesn't have to worry about range, the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> only came out slightly ahead and only in certain circumstances. Sticking a hunter killer onto every rhino in an entire fleet was pretty deadly, and served me well in a few games (taking out a tau hammerhead and blowing the cannon off a leman russ). However, now that missile launchers are free for 10 man tactical squads the comparison is less favourable.<br /> <br /> Drop the dozer blades though. It's rare that you NEED to drive a vehicle across difficult terrain anyways, and on the off chance that you do a 1/6 chance of immobilizing is fairly minimal. I'd rather have a <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missile on something <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>, or better yet an upgrade on a sergeant or a special weapon for a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marine.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 09:33:38]]> GMT</pubDate>
				<author><![CDATA[ PirateRobotNinjaofDeath]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ This is what I was thinking.<br /> <br /> 6 man with Razorback.<br /> This squad can do two things.  Stand and shoot, with the Razorback in cover.<br /> <br /> Or it can load up, try and hide behind something, drive 12", pop smoke and after that work as a wall/ fire the weapons.<br /> <br /> 10 man with Razorback.<br /> This squad Combat Squads.  The 5 men with plasma are more defensive.  The other 5, with the Sergeant operate the same as the 6 man squad with Razorback.<br /> <br /> I mean a Razorback is only 5 more points than a Rhino.  So if you actually _want_ a 5 or 6 man squad, it is a great transport option.  The Dozer blade is for when you are happy moving 6".  So if you are more certain it will make a 12" transport move, you probably do not need it.  But when you are taking a Rhino squad too, it is probably more useful because you can use cover, which includes driving _into_ it, which is I plan to do with my Ork armies.  Drive 13", sort of leap frogging into cover, always getting a save.<br /> <br /> As for the Hunter-killer, I just thought it would be a cool upgrade.  Drive 12" first turn, pop smoke.  Second turn drive 6" and shoot the missile at something.  I want one squad to be a sort of glory-boy Kill team squad.  Which is why I kind of like those 6 man Razorback squads.<br /> <br /> I could go Black Templar, too, now that I think about it.  There is no reason they cannot take the Razorback squads.  Sword Breathren in a Rhino or Drop Pod.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 09:53:07]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ just be careful about kill points...small squads don't survive well]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 11:23:30]]> GMT</pubDate>
				<author><![CDATA[ CaptainRavenclaw]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ How about this as the baseline for your army:<br /> <br /> Tactical Squad:<br /> 10x Marines<br /> free flamer<br /> plasma cannon<br /> <br /> 175 pts<br /> <br /> Razorback<br /> Heavy Bolter<br /> 40 pts<br /> <br /> 215 pts baseline unit<br /> <br /> You can combat squad to put the flamer in the transport, the 5 wound plasma cannon deploys normally.  Razorback can drive around and shoot before delivering flamer, or sit still and shoot with flamer safe inside for counter assault.<br /> <br /> I really like it, I think you've got a lot of potential spamming the 40 point AV11 heavy bolter/storm bolters.<br /> <br /> You'll run into Imperial Guard Complex running 3 kill points per 200 list points, but honestly you should be so shooty that you can kill any troop army (assuming you've got a decent amount of anti-armor/Monstrous Creatures built into your list as well).]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 13:11:21]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ Flamers are good, so are Plasmaguns.  Maybe a Combi-Flamer on the Sergeant.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 14:43:13]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Space Marine Tactical Squads</title>
				<description><![CDATA[ <blockquote><div><cite>Tacobake wrote:</cite>Flamers are good, so are Plasmaguns.  Maybe a Combi-Flamer on the Sergeant.</div></blockquote><br /> <br /> <br /> New marine rules don't allow any specials until you hit 10 men.  so those 6 marines in razorback will be sporting bolters.  you can still get the combi on the sarg for the one hit wonder.]]></description>
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				<pubDate><![CDATA[Mon, 1 Dec 2008 17:47:12]]> GMT</pubDate>
				<author><![CDATA[ mrdabba]]></author>
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