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How Many Tacitcal Squads is too Many?


tdemayo

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How many squads of tactical marines are too many? 

 

I love seeing a bunch of Power Armor models on the table, so my lists usually feature a lot of Tactical Marines.  Typically, I run at least 40 in a 1999+1 list.  I prefer ten man squads, usually with a plasma gun, a combi plas, a ML, in a Rhino.  My goal is to get multiple tactical squads into rapid-fre range of the enemy, and take objectives.  Now that the new Codex is out, I'm even considering running 6 squads.

 

However, I know this probably isn't the most efficient use of points, and I could better leverage my points in more specialized Heavy Support, Fast, or Elite units. 

 

So, at what point do Tacticals cease to be an asset, and start to become a liabilty?  2 squads?  3? 

 

Tom

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Depending on your FoC and Allies, it's either;

 

7, 9, 13 or 17. ;)

 

I have a mate who always fills up on Tac Squads.

 

Doesn't win much, but that's the way he prefers to play marines.

 

Really, the 'correct' answer depends on your list in it's entirety.  You can't just say "use 4 Tac Squads an NO MORE!".

 

Sorry, not the answer you're looking for. :(

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Lemme put it another way then. How many squads do people here take? What do you use them for? And why?

Depending on your FoC and Allies, it's either;

7, 9, 13 or 17. msn-wink.gif

I have a mate who always fills up on Tac Squads.

Doesn't win much, but that's the way he prefers to play marines.

Really, the 'correct' answer depends on your list in it's entirety. You can't just say "use 4 Tac Squads an NO MORE!".

Sorry, not the answer you're looking for. sad.png

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Under the old codex, my normal tourney army was three full squads in one Rhino and two Razorbacks, the last two combat squad'd fairly religiously to provide plasma cannon coverage.  With the new 'dex, where I can stick a special in a five man squad, I've switched to one full squad in a Rhino and three fivers in Razorbacks, with CT:IH, at 1850 points.  It provides plenty of scoring bodies, extra heavy weapons that can move and fire, and enough extra armor to take advantage of IWND.

 

As for loadouts, I'm also skipping on the Vet upgrade and heavy weapons; each has a special and a matching combi, and that's it.  It keeps them fairly cheap and concentrates killing power -- it's the plasmas and meltas and gravs that do the real damage, after all -- while ensuring that I've got plenty of spare points for big killers, like a Land Raider, Honor Guard, and Vindicator.

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In 4th ed at 1000 pts, I rolled with two Tactical Squads in Drop Pods, both 5-man. Cleanse & purify meant I had a pair of plasma guns in each squad.

 

In 5th ed at 1000 pts, I used a Black Templar list instead. At 1500 pts, I rolled with a tricked-out 10-man squad with powerfist, meltagun and lascannon; and a 5-man squad with plasma gun.

 

In 6th ed, I haven't run a Tactical Squad yet. But I probably will run a 5-man unit with a plasma gun in my next 1500 pt list.

 

Note: These are all lists in use after that edition's Codex: Space Marines release.

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That depend on your style. If you go MSU, you'll want to spam as many as possible, with special and combi weapons. If you play kill'em all and want take as many elite fast heavy as possible, you want to minimize them, like 2 five men squad maybe camping somewhere. Or if play balance, I don't know maybe 2 full strength squad then combat squad?

I'm not a fan of tactical squad either and it's just observation from other players' game.

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I've been running 4 5 man tac squads each with a heavy weapon, along with some scouts and other support units. Having all the heavies has been great for taking down tougher enemies. Usually run a Las, plasma cannon and missile launchers. Stick them all behind an aegis and they will be pretty vicious.

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I don't know if it's just me but a pretty much run one troop for every 500 points being played (obviously at 500 points you still need two) that said the few times I use tactical squads (Primarily play BT) I usually go all out ten man squads with special, heavy, and maybe a combi.

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At the moment in 1750pts I'm fielding 4 squads, 2 units of 10 in Rhinos and special weapons, and 2 units of 5 with heavy weapons. Plenty of scoring power, good mobility, and good firepower, they make a good backbone to build a list around.

 

Last edition, it was either 3 full units (1 may combat squad, but unlikely), or 2 full squads, both with the ability to combat squad depending on situation etc.

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Something I want to see is a Red Scorpion Army (Their the forgeworld one with the Apothecary tactical sergeants right) and just drop 6 FNP Tactical squads on the table. Add in Sevrin Loth with command squad with apothecary and suddenly the whole army just got a lot tougher. Would be an interesting set up to say the least.

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At 1500 ive found myself running one full tac squad and a scout squad.  I keep finding myself short on troops.  If i pick up another rhino Ill probably add another.  I have ahuge love for some other choices, but the tacs have always proved their worth, even more scouting (RG tactics)

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The nice thing about tac squads is the combat squading so you don't have to take gobs of them but the downside is they cost a bundle (~200 pts). Since 5 of 6 scenario's are objective and if your in an environment where your not sure how many objectives will be on the table they really shine. In my experience I like three 10 man tactical squads...that is my magic number.

 

I have messed around with this and finally settled on this for survivability and versatility. In low to medium objective games I can hold enough objectives with 3 combat squads to win while using other elements to contest if necessary and the survivability of 30 marines is a big plus. In high objective games I can combat squad double my scoring units and give myself a chance to win. In KP games I can leave them as 3 KP's rely on there survivability and fire power and have a good chance.

 

Generally i take them in Rhino's or drop pods to facilitate this. I don't prefer razorbacks for tac squads cause it forces your hand into a 5 man squad or combat squading even if that may not be the best option in every game.

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I don't think I would ever take more than three tactical squads and frankly, I'm considering going with just two 10 men squads. They're sturdy enough, but they just aren't cost-efficient considering they're just a support unit. You can't really rely on them to do any job well, and they suck at close combat. 

 

My preferred configuration is a flamer/combiflamer/plasma cannon team in a rhino, without vet sergeant. Flamers work well with bolters, and plasma cannon combat squads are decent against most opponents and potentially devastating against MEQNowadays, I prefer missile launcher with flak missiles, but that's only because I have a severe lack of anti-air, so I can't recommend going that way if you have an alternative. 

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In a game last night (first time running 6th ed codex) I went with 4 full squads at 2k (2 in each allied detachment - MW (P) and IF (A)) and while they did good, I think I would have preferred a change-up to 2 full squads and 2 support squads or something along those lines. I think my big problem was that I rushed the list and had sub-optimal choices to support their role and Chapter Tactics.

Although on the plus side - 10 man tactical squads can be a real pain in the rear to kill, and that saved my game when I made a stupid mistake wallbash.gif

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At the moment in 1750pts I'm fielding 4 squads, 2 units of 10 in Rhinos and special weapons, and 2 units of 5 with heavy weapons. Plenty of scoring power, good mobility, and good firepower, they make a good backbone to build a list around.

 

Last edition, it was either 3 full units (1 may combat squad, but unlikely), or 2 full squads, both with the ability to combat squad depending on situation etc.

I take exactly the same combination in my Ultramarines. 30 men is pretty good provided we have something else to fight opponents with.

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Most of my games happen to be between 1750-1850 points, so 3 squads of ten in transports is what I tend to field. At 1500 it's either 2-3 squads, depending on the list. Below 1500 I feel I can only ever take 2 and make an effective list. At the rare times during this edition that I get to play around 2500 points I find that taking 4 squads creates a lot of targets and survivability.

I've not done this yet but if you wanted to go MSU with 5 man squads then I'd say go with double minus 1 what I said for each points level.

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I usually run two per every 2k.  Now that I have access to scouts to hold backfield objectives in fortified bunkers, I do not have a need for more.  I do think the humble tactical squad gets overlooked by player and enemy alike.  A well apportioned tactical squad can take on a good many threats with the humble boltgun and perhaps a Melta, Plasma or Grav Gun.

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I like Tactical squads, but after much changing around I have finally settled on just 2 five man squads at 2k points with veteran upgrade (stops them running off) Lascannon and combi-grav. I take them as part of an ultra allied detachment which makes them scary little area denail units against anything a Tac squad would struggle against, and the Lascannon means they're always shooting at something.
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I just feel like the way 6th is so objective heavy I need the bodies to make that up and work, along with the chapter traits my bolter marines are just that little bit more awesome along with tank hunting devs backing them up
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