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Using Tactical Flexibility


Jolemai

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Tactical Flexibility.

 

It's in all the loyalist Marine books and for 1CP you can essentially combat squad mid-game. Obviously it's use is good at getting around the minimum number of drops for deployment and increasing your chances of getting first turn, but how often do you take a ten man squad?

 

Basically, how are people using this stratagem, when are you using it, and on what units?

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Can't say I've ever used it or intended to use it.

The only units I take in large enough numbers would be Troop slot units and those I MSU to fill the detachments and also try to put into transports as much as possible so drops isn't an issue.


Probably the most useless Stratagem I've ever seen ... as much as the combat squad special rule itself.

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I can think of a few good uses for it. Combat squad to, make 2 charge attempts, more fighting !   It may also force your opponent to split their dice pool making it harder for them to do anything overly meaningful to either squad.. Or take 2 different but needed objectives. That may be useful much later in the game. It depends on what the squad is and how it's tooled up.

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I can think of a few good uses for it. Combat squad to, make 2 charge attempts, more fighting !   It may also force your opponent to split their dice pool making it harder for them to do anything overly meaningful to either squad.. Or take 2 different but needed objectives. That may be useful much later in the game. It depends on what the squad is and how it's tooled up.

You can do all these things by simply taking two units as well tho.

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I can think of a few good uses for it. Combat squad to, make 2 charge attempts, more fighting !   It may also force your opponent to split their dice pool making it harder for them to do anything overly meaningful to either squad.. Or take 2 different but needed objectives. That may be useful much later in the game. It depends on what the squad is and how it's tooled up.

You can do all these things by simply taking two units as well tho.

 

Ok.  I was thinking about something like 1 10 strong unit of Deathwing or something like that. As a way to put less in reserves but multiply the force on the table. Something of that nature.  

 

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I've used it exactly once to split a ten man Assault Marine squad after a deep strike, which netted me points for Recon in ITC missions.

It's really only useful for reducing the number of drops during deployment, because you can just Combat Squad the unit otherwise.

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The only time I ever used combat squad is with 10 man dark angels devastator squad.

I take large squad so I can have more wounds against shooting or more screens against melee and DA care even less about morale than other astarte.

 

That said, tac. Flex. Requiering a squad to be at 10 man makes the strat a lot less interesting.

 

Using it on assault marine to get ITC point is interesting, I will need to look into that. Thanks for the tip.

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Note: if the upgrade to veterans is worth it in the coming specialised detachment then using the combat squad rule might actually be worth using for once. Doesn't change much for Tactical Flexibility but it's something I guess. ^^

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  • 2 weeks later...

Well ... now that we know the Veteran upgrade itself is rather uninteresting and only enables to unit to benefit from other Veteran Stratagems I guess combat squading them is still no good option. Thanks for nothing, GW. I guess. :sweat:

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Yeah I think I have to agree. Gating most of the boons for the detachment behind yet another CP investment for Primaris Marines shows a spectacular lack of understanding how their game works. All it does is giving us yet another reason to ally in AM or AdMech.

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  • 1 month later...

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