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Discussion Starter #1
Hey everyone!

I'd like to clarify that I have browsed about the internet and these forums and all advice and tacticas on these guys are rather old, generally before the marines got their latest codex. I'd also like to add that I'm far from a competitive player so please keep that in mind if I ask any questions on what I should field. But by all means any opinion from any player, competitive or no, feel free to post. It would be very appreciated.

Been some time since I've been on heresy and I thought I'd drop by and get a little more involved. Wanted to ask everyone here about their thoughts on the usefulness of C:SM Tacticals. How do you take them or see them taken? Do you feel they should they be focused on eliminating a single type of target or many? How well have you seen them work as compared to other troops? Trying to get as much info and collective experience as I can draw upon from this great community as I myself haven't played a huge amount of games like I assume most here have. Keep in mind this can be answered even if you don't play Marines and have just played against them or even seen them played.

I ask because I myself have really only ever disliked them. Compared to other troops in the game they seem very lackluster. Everyone praises their durability on an objective but I've only ever seen them flee from their quickly-scrapped MEHTUL BOCKSES and be cut down (not a particularly inspiring sight). Compared to the Necrons, mobs of Boyz or Venomthrope(d) swarms of gaunts to name a few marines pale in comparison to their survivability (opinion). They also don't seem to have anywhere enough firepower to be good offensively unlike many other troops such as Tau Fire Warriors or Shoota Boyz, even Termagaunts. I know that they are supposed to be the balanced version of all of these but it either doesn't seem to have worked or they didn't do a very good job of it to me.

Also everyone says that they pretty much must be taken in a Rhino or Razorback for a multitude of reasons I don't agree with but, at risk of all of them being bad reasons, I'll withhold them. Do you agree with this? Why? Which one? Is taking one or both in Drop Pods in an otherwise Drop Pod-less army viable? How about that Deathwind Missile Launcher? (Actually a big fan)

Thank all of you in advance and I'm very eager to hear some people redeem the marine troops or prove my suspicions correct.

Great to be back!
 

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Hi, I've played sm on and off for over 20 years, granted it's either been sw or BA but the basic stats are more or less the same, I find tactical squads, in my case grey hunters are very useful, they won't slaughter your opponent but like you say stick them on an objective with a vet sgt leading with a missile launcher and plasma gun and they should hold it especially if they're backed up with a similar squad nearby to assist if the first squad gets tied up in cc, my only provisor though is take them in large numbers, the full ten, that's 16 st 4 ap5, 2 st7 ap2 and 1 st8 ap3 shots per turn, should be able to hold their own add that to their decent ld and 3+ save and they're a solid unit. And with ATSKNF they will never be cut down if they lose combat. You just need some more elite squads to take the fight to the enemy while your tac and dev squads hold your own line
 

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Also before anyone points it out I'm aware grey hunters can't take missile launchers I'm talking about tac squads on general
 

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Discussion Starter #4
Neat advice and setup. Any transport options?
 

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If you really want to get them up the field then drop pods but be aware that if you use drop pods then you need a few units in them as half of them will arrive on turn one, meaning you may find them rather isolated in the middle of the enemies deployment zone
 

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Discussion Starter #7
I see, thanks a bunch.
 

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Discussion Starter #9
Likely Iron Hands, seems to fit my playstyle pretty well. Although there is a chance I might use the Ultramarines' as well.
 

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If you use lots of vehicles/like the idea of a Master of the Forge HQ then I'd go nuts on the Iron Hands one, thought I think I'd be more inclined to take scouts for troops in that army myself to free up points for vehicles. I find the Ultramarine ones kinda lame, but I guess it would depend on the list. My favourite for keeping Tactical squads awesome is Imperial Fists; you just can't go wrong with Bolter Drill.
 

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Discussion Starter #11 (Edited)
Yeah my current list has one tactical squad and one scout squad for more vehicles with IWND. Been giving thought to shaking that up though.

Anybody else have anything they'd like to comment on? Any opinions?
 

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I laugh at puny tactical squads and crush them beneath my AP3 pie plates...

When facing guard/militarum tank or arty lists, either drop pod in close to take objectives within reach of melta (preferably not drop pod assault either, let a dred drop in first to clear out the defences) or hide them in reserves and behind cover until you can bring them on mid to late game to seize your own objective. In this latter, a combat squad is probably acceptable - there's no way I'd deploy one turn one personally.
 

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I think it depends a lot on the chapter tactics.

Ravenguard you can scout move x5 man squads in rhinos or razorbacks to the edge of your opponents deployment zone in 1 turn (if you go first), then unload with plasma gun and combi-plasma, melta/combi-melta or gravgun/combi-grav gun.
Salamanders Tacticals work well with flamer/combi-flamer. Or if you have Vulkan that expands to drop pod melta/combi-melta tacticals in pods (though I prefer reserving pods for command squads with melta guns and having x5 man assault squads without jump packs with x2 flamers in a pod: Cheap and effective.)
Imperial Fists boltguns/heavy bolter tacticals are nice with Bolter Drill.

Not sure about other builds with the other chapter tactics, I have never looked into it.
 

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Discussion Starter #14
I see that people have very different ways of using them. Anybody take a 10 man squad, combat squad it, put one half in a rhino or razorback and have the other sit somewhere with the heavy weapon? Does it work well?
 

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that is an acceptable strategy. 10 man, meltagun, plasmacannon/missile launcher, razorback. combat squad, profit.
costly, yes, but really flexible and threatening. with 220 pts you have a lot to answer hordes and vehicles. complement this with some devastators or bikers and you can be ok.
Tac squads, used this way, can be useful to support a trio of vindicators. razorbacks covers them, unloading tac squads as fit to stop enemies or to neuter armoured threats or capture objectives. usually the cover given should be enugh to let the vindies reach midfield. so units as above + 3 vindie (with stormbolter) 660+390= 1150 for the whole troop lot and heavy support lot. not bad. of course, if we are talking about cheese, just drop pod them or leve the marines on the shelf. you need bikers, and many. sorry for spelling, i'm not properly sober right now.
 

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To continue this thought of using RBs with combat squads, consider if you will:

10 man Devatator squads CS'd so that the 5 bolter marines are in the RB rushing up.

Thin as fuck- but if you roll 'Big Guns Never Tire'....wahoo! Scoring units everywhere.
 

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My favorite is the Ultramarines twin-linked alpha strike.

For anti-tank, melta, combi-melta and lascannon in a drop pod. Combat squad the 2 meltas into the drop pod while leaving the lascannon in the backfield.

Against infantry the same strategy works with flamer, combi-flamer and missile launcher.

Against heavy infantry plasma, combi-plasma and plasma cannon.

When just trying to put a scoring unit on the other side of the table I go for 10 Sentinels of Terra with flamer and combi-flamer. Their bolter drill is amazing at presenting a constant backfield threat.
 

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Personally, I like Tactical squads. So much to the point that I will field 5 or 6 and just sprinkle in other things for flavour like Predators, Vindicators, and Stormtalons. But, I also use IF Chapter Tactics and typically my Sgt will have a Stormbolter. Special weapons usually don't make it into the squads depending on the support they're getting, be it Vindicator or Predator.


Edit: imagine how many you can potentially run if the Unbound Army rumor is true for the new edition.
 

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I see that people have very different ways of using them. Anybody take a 10 man squad, combat squad it, put one half in a rhino or razorback and have the other sit somewhere with the heavy weapon? Does it work well?
This is how I use most of my Tac squads. I like my razorbacks, so I push them forward with mid-field/back-field objective grabbing combat squads with special weapon (melta or plasma usually). The remaining combat squad plays footslogging backfield objective holders and act to support my Devastators and other heavy weapons.
 
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