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Which chapter should I add Tac Marines to?


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The situation of my infantry is this: I've got 5 Tac Marines, 5 Sternguard, an Lt and an epic Captain painted as Ultramarines.

I've also got a 5 man Crusader Squad.

 

I want to go with a Templar Vanguard Detachment to get a bunch of Vanguard Vets with hammers around quickly.

I also want to run Raven Guard - Shrike and one Vanguard Squad with LCs. I'll add what's needed to make it a valid [Edit: Vanguard or Supreme Command] Detachment with CC focus.

 

Another Vanguard or SC Detachment of RG will be range focussed with another Sternguard Squad and whatever else it takes.

 

The Smurfs will probably stay a Patrol Detachment with the Sternguard tacked on and provide anchors for the deep striking units - or I could add Company Vets and a single Elite model for +1CP at the cost of 3 models.

 

Don't judge, my meta is very MEQ heavy and I love infantry myself.

 

Now with one of these chapters, I'd like to go for a Battalion Detachment with Tac Marines because playing those guys is, in my opinion, fun.

But which Chapter Tactics are best suited to complement Tac Marines in the duties they will have to perform while the Vanguards take names or get ripped to shreds?

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Well Tac Marines (or equivalents like crusader squads) are the backbone of any chapter so it really comes down to what chapter you want to have represented the most in your army.

 

Ruleswise I'd probably go with Salamanders for the re-rolls for the special/heavy weapons or with Raven Guard for the -1 to-hit at >12".

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so it really comes down to what chapter you want to have represented the most in your army.

Unfortunately, that comes down to which ones do Tac squads the best.

 

I had been leaning towards RG - or rather my custom RG successor chapter - already, now this thread kinda cements that inclination.

OTOH, that means that I have two Tac Squads dangling around eating points and doing nothing for CP.

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so it really comes down to what chapter you want to have represented the most in your army.

Unfortunately, that comes down to which ones do Tac squads the best.

 

I had been leaning towards RG - or rather my custom RG successor chapter - already, now this thread kinda cements that inclination.

OTOH, that means that I have two Tac Squads dangling around eating points and doing nothing for CP.

I wouldn’t worry too much about their cp contribution because just 2 tac squads cant contribute to CP without another unit of tac squads, some intercessors or some scouts anyway, no matter what detachment you put them in.

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so it really comes down to what chapter you want to have represented the most in your army.

Unfortunately, that comes down to which ones do Tac squads the best.

 

I had been leaning towards RG - or rather my custom RG successor chapter - already, now this thread kinda cements that inclination.

OTOH, that means that I have two Tac Squads dangling around eating points and doing nothing for CP.

I wouldn’t worry too much about their cp contribution because just 2 tac squads cant contribute to CP without another unit of tac squads, some intercessors or some scouts anyway, no matter what detachment you put them in.

 

Yeah, and these are form two different chapters so I'd need 2 more Troops to get CP out of either of them alone!

 

But if I decide to get more Tac Squads, they'll be RG!

Right now, I wonder something else, but that's a matter for another thread.

 

Edit: I should add that in the end, I'll probably take no third Tac Squad. Instead, I'll fill a Spearhead Detachment and get my special weapons from some Company Vets. Best of both worlds, -1 to hit for everything I might want to keep safe and +2CP overall.

That's Lascannons in cover which are -2 to hit 'til you're 1/4 of their range away... sounds like it might be nice.

 

That leaves my actual RG units a bit short though, and I've opened another thread to see what might be the best course of action there.

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I wouldn't say they are doing nothing. Give them a Lascannon and they can pling away at enemy armor with lots of ablative wound and harder to hit than other Tacticals. Or a Heavy Bolter for the Mortal Wound stratagem.

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so it really comes down to what chapter you want to have represented the most in your army.

Unfortunately, that comes down to which ones do Tac squads the best.

 

I had been leaning towards RG - or rather my custom RG successor chapter - already, now this thread kinda cements that inclination.

OTOH, that means that I have two Tac Squads dangling around eating points and doing nothing for CP.

I wouldn’t worry too much about their cp contribution because just 2 tac squads cant contribute to CP without another unit of tac squads, some intercessors or some scouts anyway, no matter what detachment you put them in.

Yeah, and these are form two different chapters so I'd need 2 more Troops to get CP out of either of them alone!

 

But if I decide to get more Tac Squads, they'll be RG!

Right now, I wonder something else, but that's a matter for another thread.

 

Edit: I should add that in the end, I'll probably take no third Tac Squad. Instead, I'll fill a Spearhead Detachment and get my special weapons from some Company Vets. Best of both worlds, -1 to hit for everything I might want to keep safe and +2CP overall.

That's Lascannons in cover which are -2 to hit 'til you're 1/4 of their range away... sounds like it might be nice.

 

That leaves my actual RG units a bit short though, and I've opened another thread to see what might be the best course of action there.

Im not sure how you’re getting -2 to hit on those lascannons, I may have misunderstood your post but cover gives bonuses to saves, it doesn’t give you any hit modifiers.

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so it really comes down to what chapter you want to have represented the most in your army.

Unfortunately, that comes down to which ones do Tac squads the best.

 

I had been leaning towards RG - or rather my custom RG successor chapter - already, now this thread kinda cements that inclination.

OTOH, that means that I have two Tac Squads dangling around eating points and doing nothing for CP.

I wouldn’t worry too much about their cp contribution because just 2 tac squads cant contribute to CP without another unit of tac squads, some intercessors or some scouts anyway, no matter what detachment you put them in.

Yeah, and these are form two different chapters so I'd need 2 more Troops to get CP out of either of them alone!

 

But if I decide to get more Tac Squads, they'll be RG!

Right now, I wonder something else, but that's a matter for another thread.

 

Edit: I should add that in the end, I'll probably take no third Tac Squad. Instead, I'll fill a Spearhead Detachment and get my special weapons from some Company Vets. Best of both worlds, -1 to hit for everything I might want to keep safe and +2CP overall.

That's Lascannons in cover which are -2 to hit 'til you're 1/4 of their range away... sounds like it might be nice.

 

That leaves my actual RG units a bit short though, and I've opened another thread to see what might be the best course of action there.

Im not sure how you’re getting -2 to hit on those lascannons, I may have misunderstood your post but cover gives bonuses to saves, it doesn’t give you any hit modifiers.
Nah, the Lascannon wielders are (they don't have) -1 to hit in cover and -1 to hit 'cause of RG tactics, so the average MEQ would hit them on a 5+, which I think sounds pretty nice.
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Im not sure how you’re getting -2 to hit on those lascannons, I may have misunderstood your post but cover gives bonuses to saves, it doesn’t give you any hit modifiers.
Nah, the Lascannon wielders are (they don't have) -1 to hit in cover and -1 to hit 'cause of RG tactics, so the average MEQ would hit them on a 5+, which I think sounds pretty nice.

 

How are they -1 to-hit in cover tho?

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Im not sure how you’re getting -2 to hit on those lascannons, I may have misunderstood your post but cover gives bonuses to saves, it doesn’t give you any hit modifiers.

Nah, the Lascannon wielders are (they don't have) -1 to hit in cover and -1 to hit 'cause of RG tactics, so the average MEQ would hit them on a 5+, which I think sounds pretty nice.

How are they -1 to-hit in cover tho?
Whoops, got that wrong.

That's what I get for blabbing away without the rules at hand. Sorry!

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Still the concept is the same. -1 to hit RG with a 2+ Save if in Cover. Digging marines out of cover is a bytch. IF are good for that also I believe. SftS just makes it easier to get good placement though imo.
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