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first post! ok, SM tactical squads are average and borderline sucky in terms of cc. however, if you are tired of loosing your valuable, objective taking tactical squads USE THIS TACTIC AT LEAST IN ONE SQUAD! remember that option to take termi honors for 15 points. then, give him a POWER FIST for 20 points. if you feel it is neccessary, bestow upon him artificer armour. say, for example you charge to take an objective, when all of a sudden, raptors assault you. under normal circumstances, you're toast, but you have a mini character,yay! the reason why sms (tactical squads) suck is not bexause they are weak, but because they have no ofensive capabilities.puting youre sergeant in front and let the blood bath begin. dont worry about the others, as the 3+ save does its job. works on any squad with avg-high assault capabilities.
 

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Using a VSgt w/ Powerfist is pretty standard in many Marine armies.

The split squads in DA make them really powerful.

6x 5man single Las squads
3x 5man quad heavy bolter squads
9x 5man combat squads, 6 melta/plasmaguns, 9 powerfist armed VSgts.

18 Scoring units, 90 Marines, tons of tank/infantry killing power.
 

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sorry to burst your bubble, but it's quite pointless giving your sergeant artificer armour as you always use the majority armour save... unless your opponent can cause 10+ wounds in one 'I' step, you can't use the 2+ save...

the other reason giving your sergeant a different save is because it makes him vulnerable to enemy sniping... under the 'torrent of fire/blows' rules, it's possible to pick out a single enemy model.

cheers!
 

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If you think SM Tactical Squads try using Imperial Guardsmen, Guardians, Fire Warriors...or any non Space Marine troops.

And yes, a power fist is mandatory- without it any monster or hero or dreadnought can chew through your squad. With it they are very hesitant to charge in.
 

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actually my army includes no SM vet sergeants with power fists. i prefer to uber a command squad and use tacticals for fire support.
 

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'ZOMG command squad' units tend to fall over right when you need them most, especially if you're weakening the rest of your list to play them. they may work in casual games against people who aren't particularly good, but if you ever intend on fighting real battles, they're just too much.
 

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Jeridian said:
actually my army includes no SM vet sergeants with power fists. i prefer to uber a command squad and use tacticals for fire support.
"Oh goodie, my opponent has put all his combat threats in one easy, bite-size unit, I can take them out first."
Harsh but fair. Blinged out single squads tend to be priority targets because while they may be dangerous, mainly they net you a lot of points and are the crux of your opponents battle plan. Redundancy is where its at.
 

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pathwinder14 said:
A plasma pistol is mandatory as well. Great for softening up armor and units.
I would say its useful but not mandatory, especially if your SGT has a power fist, you might end up blowing him up at a crucial moment, always happens when you don't want it to happen

plus it can make him a tad more exspensive
 

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experiment 626 said:
sorry to burst your bubble, but it's quite pointless giving your sergeant artificer armour as you always use the majority armour save... unless your opponent can cause 10+ wounds in one 'I' step, you can't use the 2+ save...

the other reason giving your sergeant a different save is because it makes him vulnerable to enemy sniping... under the 'torrent of fire/blows' rules, it's possible to pick out a single enemy model.

cheers!
Yes, but the models with the lower save die first. There's an example about it in the BBB, something about a BT squad w/ neophytes and initiates. So, the SM sergeant would still live. In that case, I say, if you have the points to burn, go for it.
 

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Cadian81st said:
Yes, but the models with the lower save die first. There's an example about it in the BBB, something about a BT squad w/ neophytes and initiates. So, the SM sergeant would still live. In that case, I say, if you have the points to burn, go for it.
the problem is the sergeant becomes an easy target... sure he'll still be safe and sound to start with, but after even 3-4 casulties, it becomes very easy to cause more wounds than there are models in the squad and thus 'mixed armour' becomes a disadvantage as your sergeant will take his own set of wounds... (as a side note, torrent of fire still only ever allows a single wound at most to be singled out onto your sergeant!)
for example, if the squad is down to say 4 regular marines & 1 sergeant w/artificer armour, every 5th wound must be allocated to the sergeant during each set of wounding hits. when causing say 10 wounds to such a squad, 8 wounds will go against the regular marines, but 2 wounds must go on the sergeant.

it's honestly a safer bet to just leave him with his 3+ save. plus there's infinately better ways to spend those extra pts... (you can get 4 melta bombs for example for the same cost as 1 suit of artificer armour!)

cheers!
 

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Yes it is always good to have the guy with the weapon that everyone fears (the powerfist) contemplate committing suicide by having a Plasma Pistol
Hadn't thought of it that way, will be giggling when that happens again (though I haven't seen anyone foolish enough to take plasma pistols for a long time).
 

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True, that is a risk I take, but is has paid off so far. I have yet to lose a squad seargent that way. Maybe I'm lucky? Fortune favors the bold.
 
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