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Okay, for those of you more seasoned in this then I am, I'm wondering if you can give me some tips on how best to use marines on this small scale. I know leadership is important because of the retreat rolls, and #'s are important because retreat rolls start after a certain % of your models are dead. But i have a few specific questions (and any other advice would be nice):
Is 6 the right size of squad?
Does the force need power weapons/fists or is firepower more useful?
How important is anti-tank/anti armor?
How important is mobility? How much is enough?
Thanks in advance!
Bodies. In my experience you want alot of bodies in Patrol.
You should be bringing around 20 marines imho. Plus plenty of firepower (plasmaguns, missles, H.
you don't need lascannons, since shouldn't be facing anything w/ AV13+ or 2+armor. a ML or two should sufice.
I like hidden Powerfists. but in patrol you may find that the extra 30 pts they cost you (including VetSgt upgrade) might be a bit expensive. i still use them tho.
mobility isn't as important since it's played on a 4x4. I wouldn't spend the points on any rhinos personally. rather bring more guns.
Basically, just bring alot of Marines. you can't go wrong.
Marine Squads with Heavy Bolter and Plasma Gun ought to do well. I also play with 3 LST's at 400pts.
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That's a bit unfluffy, don't you think? bringing such heavily armed and fragile machines to scouting missions?Originally Posted by Wings of Doom
As to you quastions, Grotstompa, my answears are the following:
1. 6 man squads are the marines' standard for fire support tactical sqauds. 4 bolters, a plasmagun and a missile luancher should do very well against all types of enemies. If you want a squad for close offensives, a 10 man squad with a meltagun (maybe less useful in Combat Patrol, i'll change it into a flamer if you know the enemy has no tanks) and a powerfisted veteran sargent is better. Also you might want to consider scouts for close combat, they are supirior.
2. It depands on you foe. Against most foes I think fire power will be more useful in such small battles (remeber that marines fight pretty well so might even win against a battred Ork or Tyranid assualt squad). However, when fighting against shooty armies (IG, Tau, Necrons etc.) a good assault could decimate thier weak soldiars. So, tell us who your regular opponents are and we'll help you accordingaly.
3. Not so much, but i'll still take some weapons that CAN kill light vehicles and transports (missile luanchers are the most effective, but plasma guns are can do the job as well)
4. that depands if your assualting or shooting. An assualt force should have some good mobility (bikes, scout bikes, infiltrating scouts, rhinos). Also, trasports help greatly in reducing losses from light weapons fire, but are a little costly.
I can't see why Land Speeders shouldn't be fluffy in a scouting patrol, they're fast attack damn it. Scouts and land speeders for teh fluff!
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Land speeders, yes. LRS, not so much.
I totally agree that Scouts and Land Speeders are the patrol fluff powerhouse, but LRS are much more heavily armed, so I think that they wouldn't be sent out to a simple scouting mission.