Hi folks, this is the second part of my guide to tactical squads in 8th edition. First part found HERE. Enjoy.
TRANSPORT:
There are 6 ways to get around in
the new codex, and they are pretty much the same as in the old one. Drop pod,
rhino, razorback, Land-raider, Stormraven or on foot. Note you can't use the
Repulsor as apparently new and old marines don't share any of their toys.
The
good news about 8th edition for transports is as follows:
·
You can assault out of them now.
·
Mixed units are allowed in a transport.
·
They got a whole lot more survivable.
·
You can fire heavy weapons on the go a whole lot
easier.
Now for the bad:
·
They pretty much doubled in price for basic
transports.
·
You have a 1/6 chance of a mortal wound if it
dies while you're in it.
·
No more shooting out of hatches.
·
You have to disembark before it moves but can
then act normally.
Now, I'm going to discount the
non-dedicated transports for now as you shouldn't be using land raiders or
stormravens to ferry tactical marines around really - they're much more suited
to carrying Elite and harder-hitting units. This leaves us with the trusty drop
pod, rhino and razorback. Drop pods are coming down in price a lot since the
Index but still aren't viable to use en-masse. Two 5-man units in a pod held in
reserve and dropped into the right place at the right time could be lethal for
grabbing objectives or bolstering a line where needed. Rhinos are tough and for
only 8 points can be given an HK missile and extra storm bolter making them
pretty well-armed. Don't forget to combat squad the marines in advance (or
simply load with 2 5-man units) for maximum utility.
Finally, a smaller unit in
a Razorback can also be lethal, especially if it's a 70:30 split or accompanied
by a character. The changes to twin weapons made the Razorbacks armament
lethal. Let's not forget that both tanks are now useful to charge into combat
and soak up overwatch fire if you are trying to charge, plus the rhino can drop
off one squad while ferrying the other to another location. To sum it up, drop
pods if you want 10 men in the right place at the right time, Rhinos to protect
and move 10 men where you want them and Razorbacks to provide fire support and
ferry around smaller squads.
SPECIAL RULES:
All tactical squads have the same
two rules which are 'and they shall know no fear' (reroll failed morale checks
and 'champions of humanity' (ability to hold objectives even if non-troop
enemies also within 3") However, each chapter has their own tactics which
will also benefit tactical squads and we will take a look at them in turn now:
Black Templars - righteous zeal
allows you to reroll charge rolls. While useful for many other units (including
Crusaders) there it not much benefit to tactical squads, who get one attack
each in combat and at best pack one model with a decent melee weapon.
Blood Angels - red thirst can
turn even the humblest marine unit into a combat monster by adding +1 to its
wound rolls in the fight phase. This applies only if charging or charged that
turn, so beware prolonged combats. This will mostly mean that against GEQs you
wound on a 2+, 3+ against MEQs and even the T8+ nasties can be wounded on a 5+.
Tactical marines are pretty much the most basic marines you can get and so this
makes them that little bit better if you do charge or get charged, especially
if your Sergeant is packing a decent melee weapon.
Dark Angels - grim resolve has
two effects. The first limits casualties due to failed morale checks to a
maximum of 1 - not all that useful if you are using 5-man squads anyway. The
second and more useful part allows you to reroll all shooting to hit rolls of 1
(including overwatch) if you remain stationary - excellent for gunlines and
objective camping but again pretty useless if you intend to be on the move.
Imperial Fists - Siege masters.
On the rare occasion your opponent has a building then you can reroll failed to
wound rolls, which could be useful for weapons such as lascannons, multi-meltas
and Thunder hammers. The main appeal of the tactic is to remove the benefit of
+1 to enemies saving throw for being in cover. This is excellent for tactical
squads as the flexibility of weaponry you possess means that infantry, Monsters
and vehicles alike will be equally vulnerable regardless of whether or not they
are hunkered down. It doesn't add any advantage to you, but it removes a big
one for them which will add up over the course of a game.
Iron Hands - the flesh is weak
provides a 6+++ 'feel no pain' for every tactical marine to be that extra bit
more survivable. It might not add much over the course of a game but if you
fielded 30 tactical marines you'd expect to save 6 of them that would have died
otherwise and also gives you at least a chance of surviving mortal wounds.
Raven Guard - shadow masters
means that your opponent must subtract 1 from shooting to hit rolls at over
12". This has pros and cons for Raven Guard Tacticals. It's great for
improving the survivability of ranged squads that camp on objectives or hold
the backfield, at least that is until the enemy closes with them. For tacticals
wanting to take the fight to the enemy, to be in effective range of much of
their weaponry (24" rapid fire, meltas, flamers) you must forego your
advantage.
Salamanders - Master artisans
(who don't own as many heavy flamers as the Blood Angels apparently) grants a
reroll to hit and to wound each time you shoot or fight. This is an awesome
little tactic that will benefit small, 5-man tactical squads the most. Each
time you shoot your special ranged weapon or roll the dreaded 1 to wound with a
meltagun you get to reroll it for free. This is also handy if the Sergeant has
a decent melee weapon. firing heavy weapons on the move, assault weapons while
advancing and using 'unwieldy' melee weapons suddenly doesn't look so bad. With
regard to the 'shooting' part of the rule, I would read that to mean that if
you shoot overwatch when charged you can also use it to try and get that melta
hit.
Ultramarines - Codex discipline
grants +1 to leadership (again pretty useless in small squads) but,
importantly, allows you to shoot at -1 on a turn in which you fell back. This
is extremely useful for tactical squads, especially smaller ones that have been
charged and only have decent models remaining or larger ones that have been
tied up in combat. Not many non-fly units have this ability and so it prevents
your falling back units from being useless.
Whitescars - Lightning assault
allows you to add 2" to your advance rolls as well as enabling you to
charge in a turn in which you fell back. The extra advance helps to add a bit
of pace to models that would otherwise be quite slow, for example if you needed
to grab an objective. The charge after falling back, like the Ultramarine
tactic, is great for allowing you to not be useless on a turn you duck out of
combat. For example if your small squad had been reduced to only 3 models after
being charged last turn, you can then remove yourself from combat, allow
something else to shoot your former combatants, then charge something more
palatable. Situational but useful.
ALTERNATIVES:
Let us now compare to the other
troop choices in the codex. Scouts are 2 points each cheaper but with a
differing selection of weaponry and a 4+ save as opposed to 3+. Crusader squads
are the same price and stats but have slightly different ways of accessing weapons,
higher maximum number per squad and have to be Black Templars. Lastly,
Intercessors are 5 points per model more, better stats/guns with the same squad
sizes but have less options/transports available.
Scouts - 2 points per model
cheaper and following the same unit size, basic equipment and Sergeant model as
tactical marines. Scouts do however gain several wargear options and the
concealed positions rule, sacrificing 1 point of armour and access to special
weapons/most heavy weapons in return. The Sergeant doesn't get access to
melta-bombs but is otherwise identically equip-able to his power armour
equivalent. You can add camo-cloaks for 3 points to make them as durable as
tactical marines while in cover, though at this stage you are paying 1 point
more per model.
Access to sniper rifles makes them the only marine unit able to
target characters, although the chances of doing significant damage to a character
with sniper rifles is slim. Like crusaders, they can take a bolt-pistol and
combat blade for an extra attack and there's also the option of a shotgun
should you so wish. Concealed positions allows you to deploy in 9" of the
enemy deployment zone/enemy models - this can be good for objective grabbing or
speedbumping units such as genestealers. Scouts fill a very different role to
tactical marines and are usually the bare-bones squad of choice.
Crusaders - no combat squads
ability and have to take black Templar tactics but other than that crusaders
are the ultimate jack of all trades. Containing anywhere from 5-20 models, the
unit can be tooled as either a minimum squad of 5, which can possess a Sergeant
equivalent (with all the options a Sergeant gets save for melta-bombs), a
special weapon and either a melee or heavy weapon. Perfect. On the other hand
you can turn them into a blob squad of 10 tacticals and 10 scouts (neophytes,
note they have Ld 6 compared to scouts ld 7), all of which can replace their
boltguns with chainswords/combat blades for the extra attack. Just beware
morale checks with a unit this size. The go-to troops choice for black Templars
allowing ultimate flexibility of builds.
Intercessors - the new kids on
the block have a few tricks up their sleeves, but rather nicely fill a
different role to tactical marines. At 18 points a go you have an almost 2:3
ratio with tactical marines, and for this you get 5-10 models with an extra
wound and attack each, plus a longer-ranged boltgun with -1 AP. The Codex
marine and Dark Angel Sergeants (again a free upgrade with 1ld and attack over
a regular Sergeant) can take power swords instead of a rifle, and the Blood
Angel squad can take a chainsword instead. Instead of access to heavy and
special weapons, Intercessors can all exchange their rifles for either a longer
ranged/better AP heavy 1 version (stalker) or a shorter ranged/worse AP assault
2 version.
For every 5 models you can take an auxillary grenade launcher
granting 30" range to your grenades. These chaps are designed to be the
badass workhorses of the marine lists, destined to footslog unless you pay for
a Repulsor tank. Not as easily tailored as tactical marines and more vulnerable
to multi-damage weapons, they are nonetheless more formidable in an assault and
more durable on an objective, but with wargear restrictions limiting their
effectiveness in specific roles.
CHARACTER PERKS
I'm only going to discuss
characters common to all 3 books and am not going to go into special
characters, warlord traits or relics as things will get too complicated. Aside
from Black Templars, Librarians are common to all 3 armies and have a variety
of offensive and defensive ways to bolster squads, though arguably these are
better used on more elite squads. Chaplains can bolster nearby Ld by 1 point
more than a Sergeant not that it will benefit small squads that much. He can
also bolster your to hit rolls in the fight phase - only really of some use to
the Sergeant if melee equipped but better used on dedicated assault units.
Captains and lieutenants are the real go-to combo to cluster your firebase
around, not only boasting a fearsome armoury and stat-line themselves but also
granting rerolls of 1 to hit and wound respectively for units in 6".
Apothecaries/Novitiates can revive a single model from a unit on a 4+ but
chances are your decent models will be the last ones to die so he is probably
better off regaining D3 wounds to characters automatically and without a
penalty for failure. Lastly, Ancients allow a model to make a last
shooting/melee attack on a 4+ when it dies - again a good option for a firebase
of tactical models and devastators.
STRATAGEMS
As above, I'm only going to
discuss the stratagems common to all of the 3 books being covered and not go
into specific ones for fear that this article will go on forever. Auspex scan
can be deadly if used by a devastator or suitably equipped tactical squad to
decimate units hoping to drop in and surprise you with a round of shooting or
melee. Wisdom of the ancients can benefit nearby tactical squads, effectively
making the Dreadnought a Captain for a turn. Tactical flexibility is pretty
moot as you most likely won't be taking 10-man squads anyway - if you do though
it allows you to split them mid game so long as they are still full strength.
Honour the chapter is expensive and allows a second round of fighting - not
worth it on even Blood Angel tactical marines. The last 2 are particularly
relevant (although better on devastators as you can also use the signum) - hellfire
shells and flakk missiles. Both allow a chance at D3 mortal wounds on a target
for a single shot as an alternative to regular shooting.
CONCLUSION
Phew, well that was a lot longer
than intended but hopefully was comprehensive. I love tactical squads and even
in armies such as Whitescar bikers and Raven Guard scout lists I always include
at least a couple. In fact, aside from Whitescars, Sons of Orar (Pure Primaris)
Templars and Crimson fists every Codex marine army I own contains 3 tactical
squads. They remain the most flexible workhorse of a marine army and IMO should
form the core of one every time. The one thing I am changing in my list
building (which you may have picked up) is having 5-man squads to increase the
amount of command points available to me and maximising the free Sergeants and
their wargear options. Thanks for reading.
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