sallyoz Posted September 7, 2017 Share Posted September 7, 2017 Brothers with the new edition now with us , what are your feelings toward the special and heavy weapons in Tac squads and the heavy in Devs. I currently run a Dev squad with 2mm and 2hb. My tacs are usually THE 3rd Edition classic pg/mm combo and either mg/flamer and lc. Am I on the right track any advice would be grateful. Link to comment Share on other sites More sharing options...
Jagus Kumkani Posted September 7, 2017 Share Posted September 7, 2017 I started playing 40k at the tail end of 7th but I've been play for about a year and a half so you can take my advice with a grain of salt. Tactical Squads- Sgt: Combi-Melta, Chainsword 3x Bolters 1x Flamer Dev Sqd- 2x Missile Launcher 2x Lascannon I run my tac squads like this because I can move them relatively easy, I have anti armor and anti infantry in just combat squads. I run my Devs in that manner because I want my weapons to have the same range as well as the maximum anti-armor effect on the board. Lascannon and Missile Launchers are the same price so why not take them. You have plenty of anti infantry/horde fire from you Tac Sqds and any other supporting element i.e. Razorbacks. Link to comment Share on other sites More sharing options...
Brother Captain Firelupus Posted September 13, 2017 Share Posted September 13, 2017 I currently run my tactical squads as bare naked 5 man squads, with the Sgt having a chainsword. If I have a spare few points then the sgt will have a storm bolter and chainsword. My Devastators when I ran them had 4 missile launchers and a cherub in a 5 man squad. But I swapped out the dev's in my current list for 3 dev centurions with heavy bolters and hurricane bolters. I hope this helps. Link to comment Share on other sites More sharing options...
Custodian Athiair Posted September 14, 2017 Share Posted September 14, 2017 My (only) Devestator squad runs twin ML/LC, mainly for that anti-tank (now anti monster) firepower that I seem to lack at range, especially did in earlier editions. My tactical squads generally run some combinaiton of flamer/meltagun + MM/HB. Just largely sticking to Salamanders + built them when young so wasn't building powerful lists. I do have two twin plasma squads though, they are a personal favourite of mine (one squad has a long and legendary history) especially now with split fire, the bolters can deal with grunts while the plasma guys can look to melt Terminators/equivalent in the face. And with the new cover rules they are proving inredicbly hard to kill, so either dish out the damage all game, or take a lot of firepower from the enemy, allowing your Rhino rush to get closer and cause the real problem of flamers, meltas and rapid fire boltguns. Also I'll defend plasma as a Salamanders weapons all day. It's just really REALLY hot fire after all ;) Link to comment Share on other sites More sharing options...
Dr. Clock Posted September 18, 2017 Share Posted September 18, 2017 (edited) Tending toward Missile/combi-plasma tacs in 5-man units for rear objectives and then 5-man melta/combi-melta in heavy flamer razors. Each razor also gets a character; one a lieutenant and the other a techmarine with harness (though he often gets out early to fix up the dreadnoughts). I may end up switching one squad to flamer/combi-flamer in a MM razor so that I have one anti-infantry and one anti-tank IFV with their transported squads having a different role. I like the idea of squads doing work that their transports aren't set up for... For Devs I'm thinking an 8-man with 4 MM in a pod with Vulkan and an apothecary; a 4+ re-rollable on the turn they come in should be sufficient to put a dent in something and the pod will be helpful for snatching a good commanding position on a flank early on to keep those MMs firing all game. I may switch two of the dev MMs to plasma occasionally; with sallies re-rolls and an apothecary it could work nicely as a combine anti-tank/anti-large unit; I just wish plasma cannons were a little more reliable in terms of number of shots... d3 is a little spotty. Cheers, The Good Doctor. p.s. After a game last night, I'm definitely sold on the MM Devs+Vulkan build; dropped in and got 4/4 hits over 2 turns. They did a fine job popping a bunch of 1kSons. Similarly, 2 small units of tacs with full plasma loadout were the stars of my right flank. With a Captain nearby and an Apothecary, they were smashing vehicles and infantry left and right. Re-rolling all 1's and the occasional 2 plus the odd to-wound re-roll thanks to Chapter Tactics was very effective. They slaughtered a Helbrute, Daemon Prince, some Raptors, and a Rhino. One PC ended up dying only to be resurrected the next turn, and then one of the sergeants died when he re-rolled a 2 to a 1 : P By that time I'd basically won however. Super-charged plasma is a great place to drop your re-roll buffs and it's got the range to make a difference from turn 1. Edited September 20, 2017 by Dr. Clock Link to comment Share on other sites More sharing options...
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