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Ahhh the simple tactical squad; the most common space marine unit, and the block upon which most other marine units are judged against. With their incredible profiles, power armour, bolters, bolt pistols and grenades they are an effective unit add in their free weapons, sergeant, and possibly a transport and they are one of the most flexible units in the marine codex. So how do you equip them? Do you use combat squading? How many unts do you take? This week is dedicated to what has been the backbone of most space marine armies since first edition; the tactical squad. Discuss.
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I equip them with meltas and multimeltas, as well as a powerfist on the veteran just for the hard hitting. I never combat squad them because otherwise they can be taken out fairly quickly. And for transports I put them all in Rhinos. They hold up great and they pack quite a punch, two can devestate a carnifex in one round of shooting, done it after all
All in all I love Tactical squads, they make up most of my army as the troops should, or so I believe. Happy discussion this is my two cents
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I like to equip them with flamers and missile launchers, with no special weapons for the sarge. Going with what SirBludgen said, I put them in Rhinos most of the time. However, if I need to get my HQ into combat, I may stick him and a combat squad in a Razorback and go play.
I gear them up with a Melta/Missile launcher, the Sergeant got a combi-melta, melta bomb and a power sword. They'll usually come into play via drop pod, either near a tank or something i can rapid fire some bolters in. I'm focusing my tactical on support roles: They'll act as means to finish off whatever the rest of my army didn't get: That daemon prince clinging to one health or that shaken/stunted/immobilized tank that you really want out of the way. They probably be joined by Kantor which is why i didn't go with a power fist, adding a second power fist to this unit would seem redundant, futhermore the added aura bonus from Kantor will be better off used by a power sword in my opinion.
I've thought about replacing the Missile launcher with a Multi-melta or heavy bolter. However the Heavy bolter is limited to anti-infantry only (Maybe light tanks) but the missile launchers can take out dreads or rhinos as well has infantry. Multi melta sounds good (Even though i have a tendency to botch every single roll associate with a melta these days) but its ,again, limited to armored or high toughness target. I rather like the flexibility of the missile launcher overall.
Combat squad out of drop pods makes a very effective deployment, the base and open top feature of the pod permits for a wide spread dispersal; Even better to finish off your targets.
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These guys are like your Swiss Army Knife. Useful, effective and deadly!! 3 Squads to me work best at 1500 or more. One Squad for Tank Hunting (Meltagun, Lascannon/Multi-melta), another for hordes (Flamer, HeavyBolter/MissleLauncher) and the other for Marines (Meltagun/Plasmagun, Plasmacannon). The vehicles they ride in depend on your plan which makes them just as usefull as the other squads. Drop Pod's to match Assault Squads in aggressiveness, or riding in Razorback with Assaultcannon/Lascannon with their own Melta's, Missle Launcher to match (or exceed ) the Devastator Squad in firepower. Just all around useful, these guys are great.
I typically wind up taking 2 in 1500 and 1850, a small number compared to all the others in this thread, I know. I typically run them with Meltagun/Multi-Melta/Powerfist in a Rhino, and a Plasmagun/Plasma Cannon/Powerfist in a Rhino.
Space Marines: W15/L7/D3
Imperial Guard: W6/L4/D0
Mine are ALWAYS equipped with a powerfist. No exception.
I usually take 1 for every 500 points in my list, occasionally I'll have one in a Rhino but usually they're all in HB-Razorbacks, with extra armour.
I never take plasmaguns, usually my special weapon are all meltas aside from lists designed to play a horde which will be a 50/50 mix of flamers and meltas.
Heavy weapons are usually a choice of plasmacannons (if I don't have a dev squad, as I always run those as 4xPC), missile launchers or heavy bolters. I don't usually play with multimeltas (short range) unless they're in a Rhino, or lascannons.
Sergeants sometimes end up with combi-weapons to make the special weapon, but that's more of a "use up the last of my points" thing.
My sergeants are usually equipped with either combi-flamers or -meltas. I use these to flesh out a squad and make the unit overall more specialized towards horde or MEQ.
I usually use 2 squads in anything up to 1500 points, after that it's an extra squad every 500 points. It's worked well for me so far.
One squad is armed with a MM/flamer and the second is equipped with a flamer and/or a MM or plasmacannon. Any other squads will be MM/meltagun with a combi-flamer/powerfist sergeant.
All squads are in Rhinos. If I use a plasmacannon in one squad I'll give them a Razorback with heavy bolters and combat squad.
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Currently my only SM army is Ravengaurd, in which I'm using 2 tactical units. I'm gong with the cheap but effective flamer and ML. The ML is one of the most flexable weapons available to tactical squads, and it's free now. I like giving the SGT a weapon upgrade, currently they have a power weapon. If I'm going to be paying the points for a veteran SGT with the extra attack, I see no reason to at least give him a PW. It really does make the difference in combat in most cases, with giving me a win or at least a tie.
I've outfitted my 2 units with drop pods to get them where I want them fast. Combat squading all depends on the situation, like the army I'm facing, the mission, and what's around them where they land. I've effectively split them, sending the SGT and flamer after something to tie up into assault, and then sat the ML half behind the pod taking pop shots at stuff. Since I use Shrike my tactical have fleet. One tactic I"ve tried is to split my unit up, the ML and others sit back and fire at the opponent. Then I use move, fleet and assault with the SGT and flamer giving them a further reach then expected, AND I still get some shots into the enemy before combat. Works pretty nice.
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