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Just wondering, I'm guessing most people either use 5 man squads to max out on Special weapons, or 10 man squads as what I see the most traditional squad size.
My friends and I have always used 5 man squads, taking lots of special/heavy weapons. But, I think I see 10 man squads as somehow more gentlemanly, more honest in some weird way, like how I feel they are meant to be played.
I take 10's for any squad that is going to see any combat, which is most of them. I throw a power fist and flamer in there for close combat goodness. When I take 5's, they are Missile Launcher Platforms, standing way back and just launching. This is generally in unique game situations.
As for taking 5's normally, I just don't think you're better off doing so on a general basis. They're going to take morale checks fast and end up getting killed off quickly by bigger, meaner groups.
My space marine chapter is divergent from the Index Astartes and does not enforce 10-man squads from a fluff point of view. In game terms the reason for not always using only 10-man squads is quite obvious. The rules allow for (at least for commanders whose armies are based on Codex: Space Marines) a variety of squad sizes too. These combined are three good reasons for me to use squads of different strengths.
I usually use 5 or 6 men strong stand-and-shoot squads in my gunline army (lascannon and sometimes a plasma gun too), or 8+ men strong up-front squads for close combat (with a veteran sergeant with powerfist and sometimes some special weapons, preferably melta guns). My drop pod squads are always full size, though.
I had initially always gone for 5 or 6 man squads, and i have realised how big a mistake it was lol
When i started collecting DA i used about 3/4 5 man squads and they just got killed too easily, which led me to abandoning them :p
However, learning from my mistakes i now field 2 10 man squads as a minimum in my armies
But there will always be unique situations such as Border Patrol or a 'few extra points' to which might warrant a squad with varying numbers
In the name of the Emperor and for the Glory of the Imperium... Gimme Back My Girlfriend! :(
I like running full 10 man squads, simply for the look of the thing. 10 marines holding a position is much more awesome than 5 or 6.
As for running squads of 5, if you want to talk about effectiveness, i'd almost always suggest using an extra man. In a squad of 5 marines, if 3 die, the squad is no longer a scoring unit. If 3 die in a squad of 6, its still not really a problem.
Even numbers are always best, I reckon.
(Although, this only applies for marine armies using the standard marine codex, combat squads being a different story).
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
I also prefer to run 10 man squads - I never really got into the whole min-maxing thing, preferring to win battles through what I would like to think of as skill, tactical acumen and sheer determination - or to take the more callous viewpoint it gives me more meatshields
I always use even numbered squads. Cadaver Junkie gave the exact reason why squads of even size are a better idea. I will usually use a 6 man squad if they are going to be hanging back, and an 8 man squad if they're going to be advancing. I'm not a huge fan of 10 man squads because I find them a bit unwieldy for how I like to use my squads, but I have an opponent who loves to stick 10 man squads in cover and I have a terrible time getting them out.
Five man squads tend to be used for specialized teams. IE: The guy holding a las cannon with four pals there to die before he does. They're more manueverable.
Ten man squads, by comparison serve altogether different purposes. They're hard.
When I say hard, I don't mean difficult. I mean that it takes some serious dedicated attention to take out a full squad of space marines.
My chapter's significantly divergant, but I swear by the 10 man squad.
The sight of 10 man assault squads led by a chaplain also inspire great attention and fear in one's foes.
The strength of we marines lies in our infantry, not our mechanisms. Vindicators, Predators and the like are nice, but its the lowly tactical marine who will rule the day.
This bluster aside tho...
The five man squad is a rapier, its weaker, but it can dance around much easier and you can occasionally use deception by having multiple squads around. Its tough to track down all of the possible five man squads and wound all of them, so they won't count as scoring.
The 10 man squad is a battleaxe, it hits hard, and its hits directly. Its slow, but even if you see it coming you might not be able to dodge it. Its tough to destroy with regular (as opposed to highly concentrated) shooting, tough to assault save with dedicated assault troopers, tough to weather.
I prefer the 10 man if points allow me to do so. I play Black Templars so CC is so very common...so having the idea of losing men in mind the more the better, I can in fact add up to 10neophytes as well...as of now im only trying 3 so thats a total of 13 ;? yea so that might not help much loll but back on topic it depends on how much fire you intend on them trying to handle.
Black Templars ~under construction~
liekm sombody said before, since i use a shooty army i have 5 man squads with counter chargers with higher#'s
Blood for the Blood god
i<---- this should be a forum Smilie