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Thread: Tactical Squads

  1. #1
    Senior Member Cheetahfurry's Avatar
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    Tactical Squads

    I know this is a really newb question but why take more then 2 taq squads? Everyone tells me they are versitile but I never know what to do with them. I really am bad at marines. When I played Elder each troop had it's role. For space marines I never know what to do because they don't have a role. Should they charge in or march and shoot? When I took a banshee squad I knew I was going to run in and slice and dice. So I guess the questions I have are.

    1: How do I use a Tac squad normally? I tend to have them in Rhino's.

    2: How many should I have in 1000, 1500, 2000 points?

    3: How do I get a char into a squad of 10 if I want to transport them or should I just take a squad of 5?

    I feel like such a newb but I can't win anything and when I played Elder I always won because I built my army around a tactic and these guys are just to versitile for me to know how I should play them.


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  3. #2
    ....coookies... GDMNW's Avatar
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    There

    There is only one reason to feel like a noob, and that's your minor failure to review the many good threads that talk about tactical squads. There was a topic of the week thread about these guys only a few weeks ago!

    Go forth and use the search button.



  4. #3
    The Future realitycheque's Avatar
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    Quote Originally Posted by Cheetahfurry View Post
    I know this is a really newb question but why take more then 2 taq squads? Everyone tells me they are versitile but I never know what to do with them. I really am bad at marines. When I played Elder each troop had it's role. For space marines I never know what to do because they don't have a role. Should they charge in or march and shoot? When I took a banshee squad I knew I was going to run in and slice and dice. So I guess the questions I have are.
    SM are very very different to Eldar. Most SM units are capable of holding their own in every situation, although they're not usually masters of any particular domain.
    1: How do I use a Tac squad normally? I tend to have them in Rhino's.
    Transport are pretty much essential, although I prefer Razorbacks - I always leave 5 behind to provide covering fire so I don't need the capacity, and this way I get an extra gun for when I'm in position. Always get the special and heavy weapons, and always give the Serg a powerfist.
    2: How many should I have in 1000, 1500, 2000 points?
    I take 1 for every 500 points, and a scout squad if the army is 1k or less (I like to have at least 5 scoring units when Combat Squad is taken into account)
    3: How do I get a char into a squad of 10 if I want to transport them or should I just take a squad of 5?
    Razorbacks - they hold 6 men, so that's a combat squad of 5 + IC. Never buy a squad of only 5 tactical marines, take 10 and split the unit. Leave the heavy weapon dude and 4 buddies to provide covering fire, take the serg + special + 3 dudes in the tank along with your HQ.
    I feel like such a newb but I can't win anything and when I played Elder I always won because I built my army around a tactic and these guys are just to versitile for me to know how I should play them.
    Tool up your squads for a specific role, and build your tactics around that. Just bear in mind that while Tactical Marines can hold their own in CC, they're not designed for fighting CC specialists. They should be shooting the CC units, and charging the shooters.
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  5. #4
    Senior Member Chirality's Avatar
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    Quote Originally Posted by Cheetahfurry View Post
    1: How do I use a Tac squad normally? I tend to have them in Rhino's.
    Tactical squads are a jack-of-all trades kind of unit. I use them to fire their guns first and assist in assaults when I can. I usually arm them depending on the role I want to use them. Flamers for troops and meltaguns for anti-vehicle for example. Add combi-weapons for a little extra one-shot firepower. For heavy weapons you can't really go wrong with the ML, plasmacannon or heavy bolter. The thing is they can be tuned to specific roles but still have a little versatility to handle other threats.

    With transports you can either use the Rhino to transport the whole unit to objectives or to plug holes, or use the Razorback, combat squad, and send sergeant with the assault weapon and plug away with the heavy weapon in the backfield.

    Quote Originally Posted by Cheetahfurry View Post
    2: How many should I have in 1000, 1500, 2000 points?
    It depends. A general rule of thumb is 1 Tactical squad per 500 pts.

    Quote Originally Posted by Cheetahfurry View Post
    3: How do I get a char into a squad of 10 if I want to transport them or should I just take a squad of 5?
    Combat squad the unit and send the IC with the sergeant + assault weapon in a Razorback. Or just put the IC in a drop pod with the whole unit. Otherwise, you'll only be able to take 9 marines and you'll lose the special weapons with a Rhino.
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    LO's Resident Time Lord Canew's Avatar
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    Most of the advice here is top-notch. I'd only add that the main difference between the SM and Eldar is that the SM individual units (like the tac squads) appear to be more generalist than the Eldar units. Thus, unlike the Eldar, you can't tell at a glance at the codex entry what they're used for. The same is true, though to a lesser extent, with Sternguard and Devastator squads.

    Having said that, most savvy marines players I know will tell you that those "generalist" squads can, and often should, be tooled up to specialize in something, so while the out-of-the-box codex entries are generalist, by the time you finish your list off, you will ideally have configured them so that they are as specialized as the out-of-the-box Eldar units. This is one reason why the marines are so popular -- one squad can be configured to do almost anything, and even with six tactical squads, you can build a surprisingly varied and balanced list full of very specialized units with very well-defined battlefield roles. In fact, the "conventional wisdom" holds that novice marine players often make the mistake of trying to build units that have mixed roles, a generally-accepted bad idea. Yes, a few "generalist" units will work, but in most cases it's better to "make up your mind," decide on a role for your units and stick to the plan on the table.

    The new codex and the combat squads concept has changed this a bit, as now you can put, say, a flamer and a missile launcher in the same squad. In the old codex, this was ridiculous, as you were never making the most of all your equipment. You couldn't run and fire both weapons, and sitting still usually only allowed you to fire the missile launcher.

    Now, you can split the squad in two on turn one, camp out with the missile launcher in cover somewhere, and run-and-gun with the flamer (adding a powerfist on the sergeant for this squad doesn't hurt, either), but the same mentality still remains: The group with the missile launcher should find a safe spot with a lot of line-of-sight, preferably on or very close to an objective (so you can make a mad dash for it late in the game), and STAY THERE. By contrast, the flamer squad should STAY ON THE MOVE, to make the most of the up-close-and-personal anti-infantry weapons. You also should match the squads up with their targets. Keep the missiles flying at vehicles (when possible), and keep going after infantry with the other half.

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    Slightly Right of Left MrDee's Avatar
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    Quote Originally Posted by realitycheque View Post
    Razorbacks - they hold 6 men, so that's a combat squad of 5 + IC. Never buy a squad of only 5 tactical marines, take 10 and split the unit. Leave the heavy weapon dude and 4 buddies to provide covering fire, take the serg + special + 3 dudes in the tank along with your HQ.
    I am a templar player and haven't really looked at the new marine codex, but that sounds a little strange to me, surely you can only choose a razorback as a dedicated transport when the unit numbers 6 or less models, so by taking a 10 man squad (whether or not you are going to split it into combat squads in game) for the purposes of an army list you limit yourself to a rhino otherwise if you can take a razorback as a dedicated transport for a combat squad you in theory would be able to take 2 razorbacks per tactical squad, just doesn't seem right to me, but then like I said I haven't looked at the new marine codex in any great depth.
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    Senior Member Glavas's Avatar
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    Quote Originally Posted by MrDee View Post
    I am a templar player and haven't really looked at the new marine codex, but that sounds a little strange to me, surely you can only choose a razorback as a dedicated transport when the unit numbers 6 or less models, so by taking a 10 man squad (whether or not you are going to split it into combat squads in game) for the purposes of an army list you limit yourself to a rhino otherwise if you can take a razorback as a dedicated transport for a combat squad you in theory would be able to take 2 razorbacks per tactical squad, just doesn't seem right to me, but then like I said I haven't looked at the new marine codex in any great depth.
    The razorback is taken for the 10 man tac squad, and fits half of them when they split up while the other half sit and hide.

    If you don't split them, they can't start in the razorback though.

    Glavas


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    Senior Member Cheetahfurry's Avatar
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    I am using Vulkan as my character (Salamanders) how would I make a tac squad assault like? Would it be worth it to only use 2 tac squads and one assault squad?

  10. #9
    The Future realitycheque's Avatar
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    Quote Originally Posted by MrDee View Post
    I am a templar player and haven't really looked at the new marine codex, but that sounds a little strange to me, surely you can only choose a razorback as a dedicated transport when the unit numbers 6 or less models, so by taking a 10 man squad (whether or not you are going to split it into combat squads in game) for the purposes of an army list you limit yourself to a rhino otherwise if you can take a razorback as a dedicated transport for a combat squad you in theory would be able to take 2 razorbacks per tactical squad, just doesn't seem right to me, but then like I said I haven't looked at the new marine codex in any great depth.
    That would be massively counter-productive, as Tactical Squads can't get any special or heavy weapons unless they're a full squad of 10 (hence me saying "always take a full squad"). In the same token you can take a Land Raider as dedicated transport to a squad of 10 terminators, even though they won't fit.

    There is nothing in any rulebook I've seen that says a unit HAS to be able to fit in it's own dedicated transport. I'm guessing this probably goes for you too (although I've never bothered to read the BT codex, as BT's didn't even exist when I took a break from 40k!)
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    Slightly Right of Left MrDee's Avatar
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    Ahh ok, although the idea of a fighting unit's transport only actually carrying half of the fighting unit sits a little awkwardly with me, I know a few of my ex army mates would have been really rather upset had they been made to walk whilst everyone else was in the Warrior having a sit down. And in answer to the Templar question you can only take a LRC for terminators if the squad if 8 or less or 15 or less for a regular crusader squad hence my curiosity about the combat squad

    Damien
    Last edited by MrDee; September 14th, 2009 at 16:41.
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