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I'm probably preaching to the choir here, but there might be a few ideas contained in this little tactica that will help out new or returning SM players. Hope you enjoy.
TACTICAL SQUAD SET UP;
What are the main "optimum" set ups we used to see in tac squads in the fourth - 5/6man LAS/Plas set ups, ten man double melta/plas trait rhino teams, Fist/Bolt pistol vet sarg. Until october, we'll still be seeing two of these running, but the fist/pistol set up is no longer applicable. What does this mean for us.
Well, the bolter becomes a good idea for vet sarg's with Power Fists - you don't lose the +1A as before, and you gain an extra rapid fire bolter, plus an increase range for the vet sarg. Furthermore, the storm bolter should see some usage - five man combat squads split into heavy weapon/special weapon vet sarg teams do well with an assault 2 quasi-special weapon. Finally, the very underused combi weapon becomes a woderful surprise load out - an extra melta shot when trying to take down a MC, or tanks side armour can swing a turn. The plasma, as it's more anti-infantry, might not be as strong for the same points, but can still be cool.
Heavy weapons also differ in 5th. While a heavy bolter remains anti-infantry, the new template system makes the old favourite of missle launchers, and to a greater extent plasma cannons, extra useful. AP1's effect on penetrating makes the multi-melta another great choice in the right situation. The one table has negative effects against lascannons (s9) - front armour of 13 give you a 1/6 chance of pentrating, then 1/6 chance of immobilising+, while with a multi melta (s8 AP1) you get the same (at shorter range) with the oppotunity of +d6.
A tactical squad is, in my oppinion, the most important squad in any SM army. With the majority of games being objective based, tac squads will win or lose you games more often then any of our specialised squads. You will use tac squads to hold, and take, objectives - and with taking, transport options remain important.
Vehicles got a significant boost due to the one table system that's been introduced. Furthermore, the ability to move multiple units with the same vehicle removes the need for dedicted transport. I like one rhino for two squads as a stadard. However, as discussed elsewhere, I love the idea of using a Landraider for tac squads. The landraider has become a moveable fortress for us, combing with line of sight, becomes a wonderful fire shield, as well as a tar pit unit (av14 on all sides is not effected by the new CC rule - your opponent will always need to roll better than 14).
SOME SQUAD IDEAS;
-10 man tac squad - Vet Sarg with power fist/combi melta, melta gun and multi melta + LR; wonerful for taking objectives, will be able to take objectives from elite squads (CSM terminator + CSM troop choice) due to large number of armour save negating shots, as well as hold objectives due to high armour value + CS for the tac squad.
-10 man tac squad - Vet Sarg with PF and storm bolter, flammer, heaby bolter + rhino - wonderful anti infantry, excellent suport unit with great redeployment ability.
-10 man tac squad - Vet Sarg with PF and combi-plas, plas cannon, plasgun. Heavy anti infantry squad, can hold own objective, can relie on other transport for redeployment.
Chime in, good ideas?
I am in the beleif that tac squads in the new codex will follow suit with the DA codex, and will:
1) Have combat squad options (with restrictions on Hw's unless it's a ten man unit)
2) Will have a brief list of upgrades - with no armoury the combi weapons / stormbolters etc will not be available (Combi-meltas are exellent on IC's, especially if they copy the DA codex and can be taken in addition to the 2x ccw's.)
don't discount the power fist, it's a disgusting vehicle breaker. I do feel that the taxi transport tactic has limitations - you may not be able to ferry a squad across the battlefield, unload, go back, load up, and ferry another squad - it takes too much time and the transport may well get busted (also with the game ending on 5th it runs some risks - let alone if you're ferrying a important squad re game scoring about) - do you really want your paid for squad waiting about for 2-3 turns if you can pull it off?
Arriving piecemeal is a very dangerous proposition.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065