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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.
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.1: How do I use a Tac squad normally? I tend to have them in Rhino's.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)2: How many should I have in 1000, 1500, 2000 points?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.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?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.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.
Oh and post one of your lists in the SM Army List subforum, we can pick holes in it for you and show how to improve it.
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.
"Into the fires of battle, unto the anvil of war!"
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Salamander project log
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.
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?
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!)
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