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		<title><![CDATA[Latest posts for the thread "What do you think is the best way to run Tactical Marines?"]]></title>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Max them out for bodies?<br /> <br /> 2 units/no points spent/spend points elsewhere in the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>?<br /> <br /> Mounted?<br /> <br /> No vehicle, rely on Combat Tactics?<br /> <br /> Anti-Vehicle-Melta, M. Melta, Combi-Melta?<br /> <br /> Drop Pods-Combat Squad on entry/No?<br /> <br /> <br /> ....Talk about how you run your tacticals and why you think its effective.  Is it the strongest these guys can 'represent' on the battlefeild?<br /> <br /> I'm thinking about running mine with the melta combination above, no vehicles, and relying on Combat Tactics to set up good shooting opportunities.  I'll also be running them en masse I think with a minimum of 4 full squads.  Its a cheap way to run them (&gt;190pts per) and they're devestating agaisnt vehicles with 3 potential melta attacks.  Not much point in tacticals having <span class="glossaryitem" onmouseover='gp(19);'>CC</span> gear in my opinion because spending points on a powersword/fist means you're still outclassed in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> against anything that charges you.  No need for fists against dreads/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s since your damage will be negligible and you can simply 'decide' to fall back after the lost combat.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 00:55:35]]> GMT</pubDate>
				<author><![CDATA[ Deadshane1]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I find the plasma cannon to be well worth it.  For 5 points you can make every <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad a "terrifying Terminator/Marine killer". ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 02:17:19]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I think in 3rd and 4th edition tactical squads were a crucial means of both getting more bodies on the field, and more heavy weapons.<br /> <br /> Ironically, in 5th edition, the edition of greater emphasis on troops, tactical squads have been relegated to flag bearers first. Having to pay a min. of 170 pts to get a usable squad is just terrible.<br /> <br /> They crumble just as easily as 6pt guardsmen when engaged with dedicated assault units (see: Orks), and dish out fairly pitiful damage.<br /> <br /> I often see tactical squads as cheerleaders for the real damage dealing units (Sternguard, Terminators, Dreadnoughts etc), who should be used in a supporting role, not the other way around.<br /> <br /> If I weren't required to take 2 troops and have troops as scoring units, I doubt I would take tactical squads at all.<br /> <br /> How they should be equipped really depends on your overall strategy. A drop pod army should probably go with meltas. A razorback company should have a meltagun and whatever heavy weapon in the backfield. A gunline (do Space Marine gunlines still exist?) might go with the traditional las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span>. Etc.<br /> <br /> This is very different than say Orks or Chaos, who can rely their troop choices to actually go do something.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 02:32:50]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Tactical squads should all ride bikes <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>...]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 02:38:09]]> GMT</pubDate>
				<author><![CDATA[ 0ldsk00l]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ 10 men in a rhino with a missile/plasma cannon and a melta gun and fist<br /> combat squad as needed<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 02:53:13]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I always take 10 man squads with a rhino and power fist plus I never break them into combat squads. Currently I also take a meltagun since it is so difficult to wreck/destroy vehicles.<br /> <br /> If I were to take them in a vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army I would prefer to take a plasma gun and lascannon. Equipped as such I see them as being the best troop choice for holding objectives. Holding objectives in 5e is not so easy for a lot of armies. Off the top of my head only Chaos has comparable troop choices in terms of holding objectives but they are better geared for assault rather than sitting on top of an objective.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 04:38:40]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ You mean there are people out there who don't know how to use <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines?]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 04:46:06]]> GMT</pubDate>
				<author><![CDATA[ Nofasse 'Eadhunta]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Nofasse 'Eadhunta wrote:</cite>You mean there are people out there who don't know how to use <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines?</div></blockquote><br /> <br /> Given how they've recently performed in U.S. tournements....I'd say that wouldnt be too much of a stretch.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jan 2009 07:21:40]]> GMT</pubDate>
				<author><![CDATA[ Deadshane1]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ The most bang for your buck is to ignore getting a power fist honestly. It is not going to make that crucial "make or break" . For 225 points youcan give them a razor back. Razorbacks are the way to go period.<br /> <br /> <br /> <br /> I mean you can't beat them also, two assault cannons are 6 bucks from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> so you can if want to have twinlinked assault cannons for your squads/<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 00:09:42]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I give my tacs Multi-Melta/Melta-Gun or Flamer (depending on points), a Powerfist and a Rhino.  <br /> <br /> I find the Powerfist to be pretty handy especially snice I play alot against Wraithlords.  It's hard to turn down the AP1 of the meltas.  The Rhinos let me move toward objectives/the enemy.  <br /> <br /> I run a mech list.  I bring two <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads kitted as above, two vindicators, a landraider, and assault terms.  My army is a medium to short range force so I like having the rhinos to let my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad keep up.  I rarely combat squad and really only do so if I expect I'll need to get a lot of men on objectives.  Also, if my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads get assaulted, I like having the ablative wounds for my fist.  In my experience, the 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad sitting on an obj is a really PIA to dislodge.  <br /> <br /> If I were playing less of a mech list, maybe a gunline type army, I might bring more footslogging <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines.  But I feel that not having the rhinos leaves them a little vulnerable.  It's just not my style.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 00:34:21]]> GMT</pubDate>
				<author><![CDATA[ lifeafter]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ There is no reason not to take a power fist in a ten man squad.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 01:23:28]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I set my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads up with powerfists and usually Meltagun+<span class="glossaryitem" onmouseover='gp(328);'>ML</span> or Flamer+<span class="glossaryitem" onmouseover='gp(328);'>ML</span> and almost always in Rhino's. I love to cruise them up near vehicles and unload with the meltagun while they try to crack the rhino's shell. We jokingly call it 'Rhino-Hiding'. Not because they're hiding, but because a rhino has thick hide. Well ok, I suppose they're hiding as well. Heh.<br /> Of course, this works really well with Sternguard who don't assault. Two can pop their combi-melta's through the fire-access port every turn.<br /> If I play Sicarius, I usually kit one out with meltagun/multi-melta and Infiltrate or Tank-Hunter.<br /> I have been known to combat squad a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> sqd and put the assault half with meltagun/flamer/plasmagun in a rhino and leave the other half back with a lascannon (depending on load-out with the other troops).<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 01:46:31]]> GMT</pubDate>
				<author><![CDATA[ pavonis]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Combat squadding is the <i>Best</i> thing you can do to a 10man tactical squad...<br /> <br /> ... those 5 marines nearly all fit under the focoused blast from a prism tank. . .<br /> <br /> Ahh that rule made me happy.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 03:06:42]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I think it's a serious mistake not to take a powerfist.  The damage against monstrous creatures and walkers is hardly negligible.  You can take out an armor twelve walker with a power fist just fine or put a wound on a carnifex...or whatever other monstrosity is trying to tear you apart.  Granted, that wound might not kill the monstrous creature that turn but it could be the difference between you being able to gun the thing down after combat or not.  I find my power fists always make their points back.  Combat tactics is great, I love it, but what do you plan to do if that squad catches you on the initiative roll?<br /> <br /> As for my tactical squads I like to run them ten man in a rhino with a multi melta, flamer, and sergeant with power fist and combi flamer.  I find the multi melta to be the best anti tank that still falls in the "free" category.  Granted, the missile launcher has a better range, but since the squad is in a rhino anyway and more often than not I move twelve and pop smoke on turn one I'm usually in the middle of the board on turn two.  I  find the extra range of the missile launcher to be redundant and the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 of the multi melta seriously increases its tank busting capabilty, even if you aren't within 12".  And if you are within 12", well, then all the better.<br /> <br /> I like having the ability to dump two flame templates onto a unit before I assault it.  Thanks to the new rules about multiple templates under fifth this will even kill a few marines, or reek havoc on orcs.  A ten man tactical squad that charges a 30 man mob of orcs after dumping two flamer templates on it actually does a lot of damage.  When orcs don't get that charge off they can be in trouble.  You won't always win combat, but any stragglers left aren't much of a challenge.  And if the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad had any fire support from other units before going in, you usually will win combat.  Being charged by orcs is an entirely different matter, of course...<br /> <br /> The other way I like to run tactical squads is to split them into 5 man combat squads and give them a razor back.  One five man team either takes a las cannon or plasma cannon (usually plasma, but las if I find my army list is lacking in armor penetration) and the other five man team has the flamer and the sergeant with power fist and combi flamer.  This is a much trickier way to run things but it is fun.  The key is using the squads in unison.  Hitting the other guy's unit with a plasma template before it gets flamed and charged by the sergeant's team.  More often than not I sit and shoot with this army, using the team with the power fist as a counter charge/stall unit.  Razorbacks with heavy bolters are very worth it being only five more points than rhinos.  The real price you pay is less transport capacity, but if you plan on running things this way it's nice.  However, I still like them more with twin las.  Popping their transports with my razorbacks while my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads dump plasma templates on the passengers who get out.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 03:21:29]]> GMT</pubDate>
				<author><![CDATA[ whocares]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ It depends.  In my dreadnought army, I have two issues - long-range anti-tank and anti-horde.  Therefore, I field three of them as bare-bones squads, flamer+missile launcher, and give them Razorbacks with <span class="glossaryitem" onmouseover='gp(51);'>HBs</span>.  Non-<span class="glossaryitem" onmouseover='gp(316);'>KP</span> missions I combat-squad and keep the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> part back while the flamer/sergeant part goes in the Razorback.  I suppose if I had points I might upgrade to lascannons, but the blast marker of the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> is nice in a pinch.  The flamers help with mobile crowd control.  No weapons on the sergeants - no need for powerfists with 6 dreads roaming the field.  If I had points I might consider combi-flamers on the sergeant, but I usually don't.  If something dangerous is approaching that I can't handle, I use Combat Tactics and fall back from it, then shoot it more.<br /> <br /> In my scout/assault army, I have two squads of <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines.  They're armed with meltaguns and multimeltas, as the focus of my army is on anti-infantry.  They pair with some multi-melta attack bikes to help tank-hunt.  A librarian with Gate can get them around if need be, otherwise they can hold put/advance to the center and do decently.  Since the army uses Shrike, I can't use combat tactics, so I give them powerfists.<br /> <br /> In my gunline/foot horde army, I have 4 squads.  Two are armed with either las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> or plasma cannon/<span class="glossaryitem" onmouseover='gp(166);'>plas</span>, and two are armed with multimelta/melta.  Again, useful tank hunting, and anti-infantry is covered by other squads.  The melta sergeants have power weapons, though it's non-optimal (I like the look of it), and the las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> sergeants are bare-bones.  The melta squads advance to the center to take objectives, while the lascannon squads hold back for cover fire and holding my objective.<br /> <br /> Powerfists are nice in general, but at 25 points you really have to think about whether or not they're worth it for your army, particularly if you have a good number of <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.  I mean, three powerfists is 75 points, more than enough for a <span class="glossaryitem" onmouseover='gp(330);'>mm</span>/<span class="glossaryitem" onmouseover='gp(336);'>hf</span> speeder and almost enough for a pred destructor.  Especially if your army uses Combat Tactics (rather than a special character option) and has enough anti-big stuff/anti-tank, you may not need that fist.  If your army has Stubborn, Outflank, or Fleet, then you probably do need them.  ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 19:13:26]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Tacticals are still your bread & butter and you need to control objectives.  The new codex though, puts pressure on what your other choices are and so - to me - minimizing costs on tacs is important.  <br /> <br /> Have been a Salamander player so with Vulkan leading I make them multi-purpose.   Rhino (to protect and to get to objectives), Flamer(for anti-hoards) <span class="glossaryitem" onmouseover='gp(330);'>MM</span> (hard to pass up with Vulkan making them <span class="glossaryitem" onmouseover='gp(126);'>TL</span>).  I usually just give the Sgt a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.  While the fist is nice, my preference is to put pressure on you to kill the rhinos otherwise we just move up, flame your troops and charge in.  My army is designed to advance on you no matter what so the issue is are you ready to deal with 4 rhinos, 3 vindicators, 2 dreadnoughts, 1 landspeeder and 3 attack bikes?  usually it is shoot the vindicators and then on turn 2 I let you feel the love of flamers and heavy flamers or some <span class="glossaryitem" onmouseover='gp(330);'>MM</span> love if you are a vehicle monger.<br /> <br /> I like Razorbacks but I question running them when 1/3 of the games are <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.  Now you are putting out 3 <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for one unit and 5 marines are not that resilient.<br /> <br /> I do like drop pods but I think Tacticals are scarry to drop on top of enemies unless we are talking 3+ <span class="glossaryitem" onmouseover='gp(262);'>DP</span> in the initial drop.  <span class="glossaryitem" onmouseover='gp(105);'>PF</span> or not, they suck against <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> and will take a lot of fire.  Not fun to be within 18" of Dire Avengers.<br /> <br /> <span class="glossaryitem" onmouseover='gp(105);'>PF</span> is nice but <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> not an automatic.  If you are splitting, <span class="glossaryitem" onmouseover='gp(105);'>PF</span> is - in effect- a 55 pt sergeant just waiting for someone to get 5 wounds on your unit.  Also kind of a waste if you get stuck in against something like an ork trukk boyz mob.  Say even no nobz... 48 attacks.. 24 hits, 12 wounds.  Me thinks your <span class="glossaryitem" onmouseover='gp(105);'>PF</span> is not going to win the combat for you and quite likely is dead anyways.<br /> <br /> As far as dreadnoughts... standards are getting 2 attacks and normally one hit and 1 kill.   Not earthshattering so it is likely you are going to survive the combat. If someone wants to tie up my tactical for 3 or 4 turns with a DN go for it.  25 points for say 3 tactical squads is 75 points I would prefer to find a better use for than fooling myself that it is going to do anything for me.  Before the <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, I would be buying a dedicated transport.  For 75 points I can almost get 5 sniper scouts out there or 3 razorback upgrades either of which is a better buy than 3 <span class="glossaryitem" onmouseover='gp(105);'>PF</span>.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 20:05:11]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ First off, if you go <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad you should go ten guys. <br /> <br /> Otherwise stick to scouts for small min point squads. <br /> <br /> I really like one squad in a drop pod with a homer. The squad takes a melta, combi melta, and a powerfist. The multi melta is fine but the plasma cannon is great option too. <br /> <br /> Two melta gun shots turn one is huge, and if you opponent does not deploy, it's easy to hunker these guys in cover and use the drop pod as a homer. <br /> <br /> In anycase, the auto turn one drop pod is one of the stronger tacitics in the game <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, so getting the most out of it is important. <br /> <br /> It's not a perfect for all armies but for most <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies it's a huge force multiplier. <br /> <br /> The second <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad is best with a razor back, plasma cannon and breaking up into two combat squads. I like at least a powerfist in the combat squad for the razor back and often opt for at least a melta gun. <br /> <br /> Strong multi use squad, that finds a niche in just about every mission. <br /> <br /> Pete<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 21:56:01]]> GMT</pubDate>
				<author><![CDATA[ deFl0]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I want drop pods to come in on turn 1 since I run a counter assault army. The enemy tactical squads might wreck or destroy some of my tanks/transports but then I am in a great position to charge them. I am just not a proponent of drop pods, except for dreadnaughts. I am sure pods are still quite good tactically speaking but they don't work for my style of tactics.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 00:45:42]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Deadshane1 wrote:</cite><blockquote><div><cite>Nofasse 'Eadhunta wrote:</cite>You mean there are people out there who don't know how to use <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines?</div></blockquote><br /> <br /> Given how they've recently performed in U.S. tournements....I'd say that wouldnt be too much of a stretch.</div></blockquote><br /> <br /> I'm willing to bet that someone as confident about <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines as Nofasse might be using them wrong.  And Deadshane couldn't have said it better.  They are enigmatic, I'm figuring them out.  I like my config I've got.  But I didn't land on it right away.  And it didn't look like anyone had them figured out by the time baltimore hit.<br /> <br /> <br /> <blockquote><div><cite>Green Blow Fly wrote:</cite>There is no reason not to take a power fist in a ten man squad.<br /> <br /> G</div></blockquote><br /> <br /> I was going to be snarky and 'fix' your post like the kids do, by taking out the word 'not'.  But  I felt like that might be a bit too much.<br /> <br /> There are actually 25 reasons not to take a power fist.  My experience with tourney level 5th ed.  Is that the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units that are out there are REAL dyed in the wool murderous killers.  Nobody comes halfway.  The units that are interested in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> don't care that you have 2 power fist attacks.  They just don't.  The units that you can beat in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, you can beat without a power fist.<br /> <br /> Walkers and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>... you should be able to control those through deployment, mobility, and meltaguns/shooting phase.<br /> <br /> <br /> Back to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> question.  This is what I'm running and why.<br /> <br /> 2x 10 man, meltagun and missile launcher.... combi-melta if there is room.<br /> <br /> naked razorback if mechanized, naked drop pod if pod assaulting.<br /> <br /> I combat squad in every mission except annihilation.<br /> <br /> In annihilation I don't combat squad, and so I can't fit in my razorback, but thats ok.  As the only mission without objectives, I don't really need to move around. <br /> <br /> In a drop pod you might say something like "you are going to drop so close to your opponent, shouldn't you be 10 strong and have a pfist?'  the trick is I'm not going to be dropping close to my opponent, if I'm even in the drop pod.  The two drop pods are just shills to kick my 50% drop pod assault up to 3 so I can unload 30 sternguard or 20 sternguard and an ironclad, or 3x ironclads.  Tacticals are always going to be second wave support for me.  So i keep them with guns that can fire long range, and with guns that can help them fend off a blocking attempt by a transport.  The drop pods of tacticals are going to be trickling in, in safe spots, and setting up for scores.<br /> <br /> If all of the upgrades you guys like were free... of course I'd take them.  But I think my rig, based on my playstyle, is the most points efficient.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 01:48:46]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I run 5 full squads, one with a rhino transport.  All five have missile launchers, 3 have flamers, one has a meltagun, one has a plasmagun.  I tend to combat squad all units when its an objective game.  My missile marines stay back, while the special weapon and sergeant squads motion foreword or set and prepare for charges.  It's been a fairly successful strategy so far, especially in combating hordeish armies.  Five missile launchers gives a good amount of discrete antitank firepower and enables me to destroy an opposing light infantry squad from across the board in a single turn.  The rhino enables me to have a fast(er) element of my basic troops, and provides for mobile cover nicely.  It also gives me a little under 1000 points for the rest of my force.<br /> <br /> <br /> I tend to deploy in a strictly denied flank, and I prefer second turn.  My army is a standard turtle gunline with a lightning fast assault element consisting of shrike and standard assault squads with jet packs.  Backing them up in rotation are multiple dreadnaughts, sternguard, predators, or terminators.  Or some combination of the above.<br /> <br /> I do pretty well depending on what I fight.  Dark angels and nidzilla give me fits, but I can handle most other armies.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 02:14:11]]> GMT</pubDate>
				<author><![CDATA[ ShumaGorath]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ My General Set up is this <br /> <br /> <br /> 10 man w/ H. Plasma (It's just awesome all around <span class="glossaryitem" onmouseover='gp(72);'>imo</span>), Meltagun, P.F. <br /> <br /> <br /> Razorback ( DozerBlade +5) 250 points <br /> <br /> <br /> Pretty much a swiss army squad. <br /> <br /> <br /> edit:<br /> <br /> Oh the dozer blade thing; No one ever seems to take these for some reason. My <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> has lots of rubble and ruins, just generally good terrain. Why move around something when you can just run over it.<br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 03:04:36]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ 10 Tacs, Multi Melta, Flamer, Rhino. Take the middle. Maybe something else on the Sgt if I got the points. With 15 I change to Meltagun and Combi-Flamer. I don't usually take Power Fists on them.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 03:46:26]]> GMT</pubDate>
				<author><![CDATA[ Prophet of Dakka]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I'm doing 5 men in a razorback, one with melta gun and one with power fist, the other 5 stay back, one carrying plasma cannon]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 03:57:11]]> GMT</pubDate>
				<author><![CDATA[ CENArtDamage]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I think that a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad is just that a tactical unit.  You have to build the squad toward towards the tactic you are taking with your army.  ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 04:02:53]]> GMT</pubDate>
				<author><![CDATA[ corwindal5]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Shep wrote:</cite><blockquote><div><cite>Deadshane1 wrote:</cite><blockquote><div><cite>Nofasse 'Eadhunta wrote:</cite>You mean there are people out there who don't know how to use <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines?</div></blockquote><br /> <br /> Given how they've recently performed in U.S. tournements....I'd say that wouldnt be too much of a stretch.</div></blockquote><br /> <br /> I'm willing to bet that someone as confident about <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines as Nofasse might be using them wrong.  And Deadshane couldn't have said it better.  They are enigmatic, I'm figuring them out.  I like my config I've got.  But I didn't land on it right away.  And it didn't look like anyone had them figured out by the time baltimore hit.<br /> <br /> <br /> <blockquote><div><cite>Green Blow Fly wrote:</cite>There is no reason not to take a power fist in a ten man squad.<br /> <br /> G</div></blockquote><br /> <br /> I was going to be snarky and 'fix' your post like the kids do, by taking out the word 'not'.  But  I felt like that might be a bit too much.<br /> <br /> There are actually 25 reasons not to take a power fist.  My experience with tourney level 5th ed.  Is that the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units that are out there are REAL dyed in the wool murderous killers.  Nobody comes halfway.  The units that are interested in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> don't care that you have 2 power fist attacks.  They just don't.  The units that you can beat in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, you can beat without a power fist.<br /> <br /> Walkers and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>... you should be able to control those through deployment, mobility, and meltaguns/shooting phase.<br /> <br /> <br /> Back to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> question.  This is what I'm running and why.<br /> <br /> 2x 10 man, meltagun and missile launcher.... combi-melta if there is room.<br /> <br /> naked razorback if mechanized, naked drop pod if pod assaulting.<br /> <br /> I combat squad in every mission except annihilation.<br /> <br /> In annihilation I don't combat squad, and so I can't fit in my razorback, but thats ok.  As the only mission without objectives, I don't really need to move around. <br /> <br /> In a drop pod you might say something like "you are going to drop so close to your opponent, shouldn't you be 10 strong and have a pfist?'  the trick is I'm not going to be dropping close to my opponent, if I'm even in the drop pod.  The two drop pods are just shills to kick my 50% drop pod assault up to 3 so I can unload 30 sternguard or 20 sternguard and an ironclad, or 3x ironclads.  Tacticals are always going to be second wave support for me.  So i keep them with guns that can fire long range, and with guns that can help them fend off a blocking attempt by a transport.  The drop pods of tacticals are going to be trickling in, in safe spots, and setting up for scores.<br /> <br /> If all of the upgrades you guys like were free... of course I'd take them.  But I think my rig, based on my playstyle, is the most points efficient.</div></blockquote><br /> <br /> Uhm, a 10man squad giving the leader a Pfist, the Pfist will pretty much always make its points back.<br /> <br /> With how the assault rules are, a somewhat tough unit assaults you, you can place your wounds on the 9 fodder guys. The enemy has to to 10 wounds against WS4 T4 3+ save before you lose the equivalent of 2-3 lascannon shots in close combat.<br /> <br /> Without a fist, a daemon prince or some chaos termies could drop in, and your unit will only be scratching at em. A pfist could easily take out half the daemon prince's wounds on turn 1. If you don't break, he could die. Same with carnifexes and dreadnaughts and most other super things.<br /> <br /> If they're assaulted by a unit so "Super melee" that you don't do 25 points of damage with that fist, then you're probably playing wrong and not whittling down the enemy super squad the right way.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 05:06:30]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ "EASILY" take out half of a Daemon Prince's wounds?<br /> <br /> Doubtful, thats both of two attacks hitting on 4+, not rolling any 1's to wound and the Daemon Prince not making an invulnerable save.  You're being just a little optimistic there for my tastes.<br /> <br /> I'd say its more likely that 1 or ZERO wounds are inflicted before the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad routes or is destroyed.<br /> <br /> The other thing that I personally dont like about powerfists in the squad is that they encourage you to charge in order to get an extra attack...which is detrimental to the other 9 marines in the squad in not allowing them to take bolter shots OR a heavy weapon shot.  (or even two plasma gun shots if plasma is your thing)  All of which dish out damage without putting the squad in harms way (i.e. assault)<br /> <br /> I think its actually better (and cheaper) to prepare a Vet in a way that COMPLIMENTS the rest of the unit.  What are you going to do?  Charge into combat with your power fist?  Or stand and do what marines actually do best....stand and shoot hitting with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 on 3's (rather than 4's in close combat) with the marines and instead blasting away with a couple of plasma gun shots of of a combi-bolter? Oh yea, and dont forget to throw a heavy weapon firing into the mix as well....<br /> <br /> Two Plasma-gun shots are comperable to 3 powerfist attacks on say a T5 Daemon Prince.<br /> <br /> Two shots...hitting on 3's wounding on 2's  AP2<br /> <br /> VS.<br /> <br /> Three swings...hitting on 4's wounding on 2's<br /> <br /> both attacks have defenses, Invuln saves, cover vs shooting, going last vs. fist but the thing is, attacking with the fist ignores what the REST of the squad really is good at....shooting.<br /> <br /> I think there's a REALLY good arguement for NOT taking a fist in a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> squad and I totally agree with Shep's comment that there are 25 reasons not to take P.Fists in command squads...if you have 4 command squads in an army I could give you 100 reasons not to take one.  <br /> <br /> It gets harder to guarantee that 100 pts in powerfists can get their points back, but I bet a landspeeder with a Multi-melta can get its points back in spades...with one shot.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 06:03:28]]> GMT</pubDate>
				<author><![CDATA[ Deadshane1]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ It's better to charge with your tactical squad than be charged. Tactical Marines have bolt pistols now and can shoot before they charge... which is the equivalent of three attacks on the charge plus one hits on a 3+. The power fist is too good not to take for 25 points and will get you 1-2 wounds in close combat on the charge against other equivalent units. It's probably better if they don't have to be in a position to charge but that will not always be the case. Without the power fist there are just too many units out there that can rip them in close combat through attrition. I see a lot of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> players using a lot of tactical squads in their armies. It's part of the advantage of playing <span class="glossaryitem" onmouseover='gp(119);'>SM</span> to have a lot of scoring units and in these cases they will most likely have to fight in some assaults.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 09:52:14]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite>It's better to charge with your tactical squad than be charged. <br /> </div></blockquote><br /> <br /> Thats a blanket statement which happens to be incorrect in MANY circumstances.  Especially if you're a proponent of plasma weaponry and have a fearsome anti-infantry heavy weapon in the squad.  Rapid Fire bolters can be more effective than your powerfist charge in many circumstances.  Only the Sargeant has any <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ability to speak of...the rest of the marines are mediocre at best in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and much better at shooting when equipped with plasma/melta weapons.<br /> <br /> Is it better to CHARGE 10 genestealers with scything talons...or shoot them?<br /> Is it better to CHARGE 5 Thunderhammer Terminators....or shoot them?<br /> Is it better to CHARGE Harlequins....or shoot them?<br /> Is it better to CHARGE Incubi/witches....or shoot them?<br /> <br /> Sorry, but Powerfists arent any sort of no-brainer.  I can think of many times where I'd MUCH rather have a combi-<span class="glossaryitem" onmouseover='gp(166);'>plas</span>/melta/flamer or P. Pistol rather than a fist.  A power fist is a weak way to fight back against any of the units above, you'd be better off trying to maneuver for good shots and keeping OUT of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in the first place...if you get confronted with a dedicated <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> unit, what does it matter taking out 1 or two guys?  Better to save those points for more useful things than a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon in a unit that sucks in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in the first place.<br /> <br /> Heres a list of things you can get for 50 pts that can potentially be more useful than two power fists.<br /> <br /> Heavy Bolter Attack biker (55pts for a <span class="glossaryitem" onmouseover='gp(330);'>MM</span> one)<br /> Speeder<br /> Techmarine to bolster some terrain for your many <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads to sit in.<br /> Razorback with pintle <span class="glossaryitem" onmouseover='gp(213);'>SB</span><br /> Land Speeder Storm<br /> Sargeant Tellion (kills your two p.fists before they ever get there!)<br /> Ten points shy of a whole predator<br /> almost HALF the points of a friggin Dreadnought.<br /> <br /> Doenst sound that smart to liberally pass around P.fist's anymore now does it?]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 10:23:10]]> GMT</pubDate>
				<author><![CDATA[ Deadshane1]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I am thinking of a squad of tactical Marines with Dante and Corbulo close by.<br /> <br /> Anyways there will be circumstances where it is better to stand and shoot then receive the charge, but often this means your squad might get shot at first by other enemy units. It just depends on the particular situation. There are no cut and dry answers. Power fists do make the squad more versatile.<br /> <br /> Me, I will always take the power fist. There are other places to cut corners. Your example above is simply taking money out of the pot then putting them back in again. I can make many such examples in regards to other items. I can understand that others don't want to use those points but I just have a hard time giving up a S8 attack that ignores armor saves. My current 1850 point <span class="glossaryitem" onmouseover='gp(10);'>BA</span> list has seven power fists.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 15:25:59]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I agree with Shep.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 15:32:36]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ GBF I think almost everyone who is responding is talking about the regular Codex: Space Marines, not Codex: Blood Angels. We can all agree that it makes more sense for Blood Angel players to take Power Fists, than it does for regular Space Marine players.<br /> <br /> Also, I think Deadshane1's examples to better invest those points (for regular Space Marines) are a pretty good point. Because after all, that is what building an optimal army list is all about, spending your points in the best way you can. If you can make a lot of examples in regards to other items, than those items probably don't fit in your optimal list, which is obviously different for every player nobody plays the same way.<br /> <br /> Therefore I think players should experiment with their Tactical Squads themselves to find out what their most efficient Tactical Squad is. A lot of examples have been already given in this thread, so I think you should just playtest the ones you like. <br /> <br /> My personal favorite Tactical Squad is a 10 man squad with Multi-Melta, Flamer, Rhino and if points allow it, a Combi-Flamer. I use Vulkan He'Stan as my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice though, so you might want to consider that before switching a Missile Launcher for a Multi-Melta.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 16:36:27]]> GMT</pubDate>
				<author><![CDATA[ Airmaniac]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I am not in disagreement with what you have said <span class="glossaryitem" onmouseover='gp(682);'>AM</span>. Remember that a lot of people who play <span class="glossaryitem" onmouseover='gp(10);'>BA</span> & <span class="glossaryitem" onmouseover='gp(25);'>DA</span> run their armies similar to vanilla Space Marines.<br /> <br /> Q:<br /> Can vanilla sergeants take a thunder hammer?<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 16:51:40]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ A: No.  Sadly.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 17:00:38]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Tactical squads fill the roles you need it to, if your laking some lascannons, take lascannons.. if your lacking heavy anti-infantry, take some plasma/combi plasma guns.. horde, flamers & frag rockets. etc etc<br /> <br /> If you do have an army thats got some strong <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elements itll work well if you give those <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads pfists as they will either be supporting or be supported by other elements. <br /> <br /> Likewise, having tactical marines charge into combat which doesnt end swiftly could easily deny those few sternguard squads you have opening up. Yes they can charge in too but thats really not the idea 19/20. <br /> <br /> People have been right in thier own assesements but making counter over-ridding statements is a tad fail as its all respective of the entire army. ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 17:16:18]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I think part of the problem is that Tactical squads really do form "jack of all trades, master of none" squads.  They can be equipped to do anything in a pinch, but they're not great at it.<br /> <br /> Anti-infantry?  <span class="glossaryitem" onmouseover='gp(51);'>HB</span> <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, Pred Destructors, even landspeeders.  Anti-tank?  Las/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, multi-melta dreads and speeders and attack bikes.  Heavy infantry?  Vindicators, <span class="glossaryitem" onmouseover='gp(331);'>PC</span> <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, even sniper scouts.  Assault falls to ATermies and ASquads as well as Command Squads.  Durability is for dreads, termies, and Land Raiders.  Even when it comes to multi-purpose, Sternguard have them beat.<br /> <br /> The key problem is that for any one thing you might want a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to do, the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army list has a unit that is more suited to doing that thing.  For tournament lists that like to focus on doing one thing well, that leaves the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad floundering.<br /> <br /> So what do <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads give <span class="glossaryitem" onmouseover='gp(119);'>SM</span> players?  The primary thing they give is a Scoring unit (and of course, using one of the Troops choices).  The ability to hold objectives is obviously important in 5e.  The second thing they give is multiple bolters, typically 7-8.  By itself, the bolter is not a ground-breaking weapon.  It's good against light infantry mostly.  The third thing they give is cheap special and heavy weapons.  This is where you need to decide what role to give them.  They can fill in at a pinch for other units in the army, though they will not be as good as any dedicated unit.  The fourth thing they give is access to transport units.  This can also help fill in deficiencies in the army, as well as give them mobility to claim far objectives.  <br /> <br /> The last thing they give is the sergeant's wargear/weaponry.  Typically, he doesn't really help the tactical squad fill in for particular roles, but improves the squad itself.  So, once you know exactly how the squad plans to contribute, you can equip him accordingly.  If they're sitting back and hunting tanks, no gear is needed.  If they're zooming up to take on tanks and such, a powerfist is a good idea.  If they're going after other <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, then a power weapon is a decent compromise.  I tend to see combiweapons as point-fillers, but if you need that second melta or flamer shot for the unit style then it may be something to consider.<br /> <br /> Essentially, <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads need to supplement the rest of your army.  Use them to fill in deficiencies, and support your harder hitting elements that will batter the enemy senseless so the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads can come along and clean up.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 18:57:04]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Instead of power fists, I prefer to use those points on scout snipers.<br /> <br /> More bodies on the table, functions a lot better than <span class="glossaryitem" onmouseover='gp(105);'>PF</span>'s against <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s, <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s, etc.<br /> If you are worrying about vehicles, a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> in a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad isn't the answer either.<br /> <br /> In my experience locally, power fists in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are now no longer compulsory, but obsolete.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 20:07:28]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Deadshane1 wrote:</cite><blockquote><div><cite>Green Blow Fly wrote:</cite>It's better to charge with your tactical squad than be charged. <br /> </div></blockquote><br /> <br /> Better to save those points for more useful things than a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon in a unit that sucks in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in the first place.<br /> <br /> Heres a list of things you can get for 50 pts that can potentially be more useful than two power fists.<br /> <br /> Heavy Bolter Attack biker (55pts for a <span class="glossaryitem" onmouseover='gp(330);'>MM</span> one) {DEAD IN ONE SHOT, an extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for enemy}<br /> Speeder {DEAD IN ONE SHOT, an extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for enemy}<br /> Techmarine to bolster some terrain for your many <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads to sit in. {Costs as much as giving two <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads powerfists. Only gets 1 powerfist attack on defense or charge compared to the 4 powerfist attacks on defense and 6 on charge for the powerfist tacticals. An extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for enemy.}<br /> Razorback with pintle <span class="glossaryitem" onmouseover='gp(213);'>SB</span> {DEAD IN ONE SHOT, an extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for enemy}<br /> Land Speeder Storm {DEAD IN ONE SHOT, an extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for enemy}<br /> Sargeant Tellion {First valid alternative to me. It is more effective at anti-champ tactics than a powerfist, but it won't be bringing down the dreadnaughts and tanks and or insta-killing Nobz}<br /> Ten points shy of a whole predator {An unloaded predator with no firepower, just an unlinked autocannon and kill point for the enemy. A triple lascannon pred on the other hand costs 165 points, as much as 6.6 powerfist upgrades, which aren't as easy to target as a predator.}<br /> <br /> <br /> Doenst sound that smart to liberally pass around P.fist's anymore now does it?</div></blockquote> <br /> <br /> It still does, if you have points that aren't spent on extremely important things. None of the things you listed above are important things.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 22:48:12]]> GMT</pubDate>
				<author><![CDATA[ TheBloodGod]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Hellfury wrote:</cite><br /> In my experience locally, power fists in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are now no longer compulsory, but obsolete.<br /> </div></blockquote><br /> <br />  <img src="/s/i/a/4b0e0d29f84552bfdee90dd2b5482da0.gif" border="0">  <img src="/s/i/a/a634d4056bc15b21ef25d1960801aa76.gif" border="0">  <img src="/s/i/a/4b0e0d29f84552bfdee90dd2b5482da0.gif" border="0"> <br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 22:56:43]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ The more I think about it, the more I wonder if Fists are less essential now.  Frankly, I've never regretted spending points on a fist: killing a terminator or destroying a vehicle is enough to make me glad I had the fist.  There are still too many times you run into a squad that's not a dedicated assault squad that can outshoot a 5 man combat squad to really ignore the possiblity of charging with marines.  They also threaten most <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> that come into range with instant death.<br /> <br /> that all said, If you're going tactical heavy, four fists comes up to 100 points, which is enough to buy an actual unit, such as a typhoon or a librarian.  Dropping a fist is almost enough to upgun a razorback to assault cannons.  <br /> <br /> I think that for truly high level gamers, fists are probalby less necessary, but in most environments they're still very viable, and you have to apply the old rule that as countercharge, any unit they assualt will already be softened up by the rest of your shooting.  Having a fist can make a big difference when assaulting the last two terminators or the last four plague marines.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 23:34:34]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Polonius my dear old friend (reference to Steely Dan song) you have hitt the proverbial head of the nail with an atomic pile driver.<br /> <br /> I like to come across as understated.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 01:14:05]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Meltagun, Powerfist and a Rhino.<br /> <br /> You can not really deny the utility of a couple Powerfists or even just one.  Only exception is when you are bringing <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/ <span class="glossaryitem" onmouseover='gp(221);'>SS</span> Termies specifically.  Which you probably should, mind you.<br /> <br /> So says I.<br /> <br /> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I also like Plasmacannons but <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads are also needed to take objectives.  That and Scouts can fill a shooty role as well.  But they definately put punch in a shooty list and you only have to shoot the thing once, really.<br /> <br /> Lascannons and Multimeltas add insurance.  But so does Meltagun/ Powerfist.  Plasmaguns are a bit better not that they ignore <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> but I still like the look and feel of Meltaguns.]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 01:26:43]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ I have boiled my <span class="glossaryitem" onmouseover='gp(10);'>BA</span> tactical squads down to ten Marines with a power fist and meltagun. They all ride in rhinos with OCE. The boost from Dante and Corbulo make them stone faced killers. I see 5e as a very dynamic game. The introduction of objectives means that you can throw away non scoring units since victory points are dead and gone. I love it and it has made the game a lot more exciting to say the very least. A lot of the <span class="glossaryitem" onmouseover='gp(421);'>TOs</span> where I live have decided not to play games based on <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> unless it comes down to a tie breaker. My style of play is to kill kill kill the enemy. It is a good method for me. The tactical squads enhanced by Dante and Corbulo make them worth more than the points you take for fielding them. This is commonly referred to as a force multiplier. The <span class="glossaryitem" onmouseover='gp(119);'>SM</span> vanilla special characters are also force multipliers but unfortunately it seems a lot of gamers want to use this to boost their elite units. You can easily build a vanilla army with a solid staple of scoring units that are enhanced by their special characters. Vulkan is great for a squad of tactical Marines running with a meltagun, multi melts and combi melta. This is one of the few units I would still consider running In a drop pod. Of course the sergeant would also be equipped with a power fist to help absorb the inevitable counter charge.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 01:49:38]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ But they get so hot... Teh plasmaguns, I mean. ]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 01:50:31]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ So does my co workers when I belch out loud. Hey shat does happen.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 01:54:17]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite>This is commonly referred to as a force multiplier. The <span class="glossaryitem" onmouseover='gp(119);'>SM</span> vanilla special characters are also force multipliers but unfortunately it seems a lot of gamers want to use this to boost their elite units. You can easily build a vanilla army with a solid staple of scoring units that are enhanced by their special characters. Vulkan is great for a squad of tactical Marines running with a meltagun, multi melts and combi melta. This is one of the few units I would still consider running In a drop pod. Of course the sergeant would also be equipped with a power fist to help absorb the inevitable counter charge.<br /> <br /> G</div></blockquote><br /> <br /> Hence, why Pedro will be the Eldrad of the marines once people quit trying all the new toys.  I think the <span class="glossaryitem" onmouseover='gp(105);'>PF</span> debate boils down to if you are relying on tactics to get you out of combat (which you shouldn't).  Pedro makes <span class="glossaryitem" onmouseover='gp(105);'>PFs</span> worth it and multiplies the already good Sternguard.  <br /> <br /> Pedro for the win.]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 03:54:32]]> GMT</pubDate>
				<author><![CDATA[ AgeOfEgos]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Its really an operational question.  Are your 16 point troops going to sit there and shoot like a glorified BS4 S4 weaponed guardsman.  Or will you employ your limited combat power as tactical need dictates?<br /> <br /> Lets break down combat into three distinct category's:<br /> <br /> Shooting<br /> Deliberate assault<br /> Counter assault<br /> <br /> Fists give your 16 point models the extra level of lethality to compete in all three combat scenarios.  Fists literally put the 'tactical' into <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.<br /> <br /> The concept of 'just take a dedicated <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad' works fine in a vacuum.  However, just like in real life combat power is limited in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  You cant just dial up the Chapter Master and ask him to drop a fresh termie unit because your existing dedicated <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units are committed elsewhere.<br /> With assault termies being the only decent <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit marines can take (and sucking balls without transport). Fielding multiple termies + transports units because your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads cant look after themselves in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> is <span class="glossaryitem" onmouseover='gp(72);'>imo</span> a very poor use of that limited pool of combat power.]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 05:26:55]]> GMT</pubDate>
				<author><![CDATA[ tranquil]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ The whole point is that <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads really shouldn't be in combat in most cases.  If you're going to have a significant advantage in a combat, ie charging Tau or Guard, then being in combat is good, usually as your opponent has better shooting than you.  Here powerfists are nearly a waste anyway, as you should be crushing them with or without the fist.  <br /> <br /> If you're facing a particularly tough unit or monster, powerfists are limited in their use but better than anything else.  That still doesn't make them taking always if you have combat tactics.  Against these foes, aside from maneuvering to avoid such combats in the first place, the best thing will usually be to try fall back and shoot it next turn.  A powerfist here is almost a crutch for players with poor movement/deployment skills.<br /> <br /> If you're facing off against equals in combat, then a powerfist can be useful, though I suspect that a power weapon may be at least as useful.  Power fists do give you a slight edge, especially if the opponent does not have one, but I rarely if ever find myself in this situation.<br /> <br /> If your troops are going out and absolutely have to hold an objective, perhaps one in the opponent's deployment zone, then I can see taking a powerfist, because you can't fall back (or at least it's usually not advantageous).  The powerfist nominally gives them some attacks that can do damage, though since they'll usually be charged and hit on 4s against any opponent, that's probably no more than 1 wound, less if they have an invulnerable save.  Worth 25 points?  Maybe, but it's very situational.<br /> <br /> @GBF - this conversation applies only to Codex Marines <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads.  <span class="glossaryitem" onmouseover='gp(10);'>BA</span> squads are different, especially with their characters boosting.]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 06:12:34]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite><blockquote><div><cite>Hellfury wrote:</cite><br /> In my experience locally, power fists in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are now no longer compulsory, but obsolete.<br /> </div></blockquote><br /> <br />  <img src="/s/i/a/4b0e0d29f84552bfdee90dd2b5482da0.gif" border="0">  <img src="/s/i/a/a634d4056bc15b21ef25d1960801aa76.gif" border="0">  <img src="/s/i/a/4b0e0d29f84552bfdee90dd2b5482da0.gif" border="0"> <br /> <br /> G</div></blockquote><br /> <br /> Is the emote-speek for "die in a fire?  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> <blockquote><div><cite>Polonius wrote:</cite>I think that for truly high level gamers, fists are probalby less necessary, but in most environments they're still very viable, and you have to apply the old rule that as countercharge, any unit they assualt will already be softened up by the rest of your shooting.  Having a fist can make a big difference when assaulting the last two terminators or the last four plague marines.</div></blockquote><br /> <br /> <br /> I suppose <span class="glossaryitem" onmouseover='gp(105);'>PF</span> has a better chance than the simple plebian swinging a bolt gun.<br /> But as a player of terminator heavy armies, I still cant shake my everlasting fear of the cheap shot. <br /> You know, massed attacks that a termie should easily save against, but sadly, they are bound to lose a few wounds. In a word, attrition.<br /> <br /> I really cant help but fear a lot of low <span class="glossaryitem" onmouseover='gp(123);'>str</span> attacks over 2 maybe 3 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> attacks that may or may not hit.<br /> <br /> Which is why I honestly think that the <span class="glossaryitem" onmouseover='gp(105);'>PF</span>'s no longer shine as brightly.<br /> Its now the time for the poor proletariat to have his fun, instead of the bourgeoisie and his expensive gear.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 10:21:31]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
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				<title>Re:What do you think is the best way to run Tactical Marines?</title>
				<description><![CDATA[ Guess it really comes down to how people wish to run their lists.  If all you want out of a troop unit is an objective holder Scouts with cloaks would more than likely a better choice. Spend the extra points on supporting attack bikes or dakka preds. I play pretty aggressive,  if the objectives i want are in his deployment zone/half of the table my <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are at the front with the main assault element(s) directly influencing the fight.  Fists <span class="glossaryitem" onmouseover='gp(72);'>imo</span> are a no-brainer when employed in this fashion.<br /> <br /> <span class="glossaryitem" onmouseover='gp(303);'>FWIW</span> I suspect one of the main factors in why im so pro fists is that we pretty much only play at 1500 down here.  Taking a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to sit back with their thumbs up their asses is simply not an option for me at this point level,  I want maximum utility out of every single unit.  A fist essentially gives me another strong <span class="glossaryitem" onmouseover='gp(19);'>CC</span> able unit (not awesome.. strong) that also does everything else a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad can do.  25 points for complete utility is a good investment from my pov!<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 28 Jan 2009 10:47:09]]> GMT</pubDate>
				<author><![CDATA[ tranquil]]></author>
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