Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Bare minimum-2 Five man Scout/Tactical Squads
Some- ~2 Full Tactical Squads
Lots- ~3+ Full Tactical Squads
Trying to come up with lists, I'm trying to use different units for different roles. Most units have really simple tactics; Predators/Rifleman Dreadnought for firesupport for example. But I can't get my head around what I want a Tactical squad to do.
The first thing that strikes me is how expensive they are; 250points fully kitted out, for something slow and pretty weak. From what I understand, it makes sense to leave 5guys with a Missile/Lascannon at home and charge the other 5 with a special gun and Sergeant towards the enemy, yet this is expensive and if the Rhino dies they're pretty useless.
The other tactic seems to be take all 10 guys in the Rhino and park them on an objective, being pretty tough to get rid of. But again, expensive!
Not to mention that in Annihilation they just aren't going to get close enough to kill anything, and if they do they'll die in assaults.
I do love the Marine statline, the ATSKNF and combat tactics rules are great too. But how do you get the most out of them offensively? I've even considered just putting a squad in a pod and hoping to land on an objective or in cover late in the game.
When creating a list, every point seems precious. Blowing 700+ on Troops in a 1500 point game seems like a recipe for being blown off the table...
I generally allocate about half of my points to be spent on troops. Then again I play Wolves, and Grey Hunters are the best thing since the God Emperor himself. That being said, I generally find that in 5th edition, it is good to have full squads, and lots of them.
The Wolf time is upon us!
Rep for the Rep God! Positive for the Positive Throne!
Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
I normally have 3 full tactical squads and then 2 full scout squads. Full scout squads are very useful in my oppinion as they can infiltrate snatch an enemy objective and then hold it until support comes to help. Tactical squads are very versatile, being able to tank bust, kill hordes and win in assualt, I tend to put in what I said at the begining and then see what points I have left to spend (normally spent on a Land Raider for some heavy fire support).
I voted for the 3+ but it is a way that I play my army. I never play a game without my three tactical squads, with 2 rhinos and a razorback. One squad with a PF, Combi-Melta and Meltagun are combat squadded and put into the razorback and go tank hunt while the two rhinos capture objectives. The second part of the combat squad holds generally a plasma cannon or heavy bolter depending on how many points i get left.
Check out Double Edged Painting blog for more information on commissions and work in progress
I like to use at least 3 tactical squads fully kitted out with fists, combi-weapons, meltas/flamers and transports. I like having a decent amount of mobile scoring units who can do a decent job of holding objectives and dishing out some reasonable fire support.
"Into the fires of battle, unto the anvil of war!"
-This space for rent-
Salamander project log
My troop usage depends entirely on the codex - in Vanilla, it's 2 or 3 10 man tactical squads. It SW/BT, it's 4 or so 5 man squads mounted in Razerbacks. You've basically got to play to the strengths of your individual codex....and if you're playing Ultramarines, it's Combat Squads and Tactical Squads....unless you're playing bikers.
I use 2 squads with ML and Melta (no PF)
yes i keep them as cheap as posible.
I have 2 RB for them with a mixture of weapons.
I field the melta with sgt and 3 men in RB - they will only ever get out when im bored and already won the game.
The ML goes with 4 men - if it was 5 objectives they would be held in reserve against most armies but against a tank rush i would field them to take out 2 vehicals (i hope) In this case i dont care if they die - holding 2 objectives should be enough.
Yes very weak on troops but with sternguards dropping in and taking out the deadly 2 tanks and then termis in LR and 2 vindicators pushing through on the enemy my rhinos tend to hid behind this wall.
Works well in the last 2 games which i have almost tabled both.
I dont think normal tacticals do great in a game and its the other stuff that does the job. In 1500 points i have a full bike squad, 10 man stern with combi melta, LR with assult termis, 2 vindicators and the troops i said with a termi lib.
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
This is the main problem that I am contending with in my lists. I mean, comparatively the tactical squad is not that great of a troop choice. An Imperial Guard veteran squad with ten models can bring three times the amount of special weapons as well as a heavy weapon using the same ballistic skill for a little bit more then the cost of a basic five man squad. I can mount the same veteran squad in a transport that has better armor and twice the firepower of a razorback for 20 points less then a 10 man tactical squad without a single upgrade! I guess the main problem is that tactical squads are jacks of all trades and masters of none. With the right war gear they can be decent in assault or at ranged combat. But they lack some key upgrades that would allow them to really shine in their role as troops. The ability to bring a heavy flamer as a heavy weapon upgrade, or to trade out their bolters for a close combat weapon and bolt pistol would greatly increase their ability to take objectives while still not pushing them into the category of assault specialists. Also some sort of a special weapon like a rapid firing grenade launcher would help augment them in the role of fire support. However, while tactical squads do have some merits worth mentioning, don't even get me started on how useless scouts are...