Tactical Support Squad: Difference between revisions

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**For dealing with general Infantry, you can keep the standard '''[[Flamer|Flamer]]'''. Just because it is the starting option doesn't mean it's bad, since few things can survive charging, or survive existing near a full unit of 10 flamers, and they're much better than '''[[Rotor Cannon|'''Rotor cannons]]''' which don't even look good on paper. They're terrible against Astartes, even though they put out a lot of shots (3-4 per gun) they're only S3. There is no armour save to fail if you're not wounding anything. Never take them over their superior alternative unless your Legion boosts them somehow.
**For dealing with general Infantry, you can keep the standard '''[[Flamer|Flamer]]'''. Just because it is the starting option doesn't mean it's bad, since few things can survive charging, or survive existing near a full unit of 10 flamers, and they're much better than '''[[Rotor Cannon|'''Rotor cannons]]''' which don't even look good on paper. They're terrible against Astartes, even though they put out a lot of shots (3-4 per gun) they're only S3. There is no armour save to fail if you're not wounding anything. Never take them over their superior alternative unless your Legion boosts them somehow.
**For dealing with MEQ's you've got '''[[Volkite Caliver|Volkite Calivers]]'''. Heavy weapons may seem odd in a Special weapons squad, but these guns hit '''2''' points harder than Bolters, with '''2''' shots at more than '''2''' times the Bolter's '''2'''-shot range, and are FAR cheaper than Volkite Culverins in a Heavy Support squad. Additionally, attaching a Siege Breaker to this unit will let you camp an objective and absolutely ruin light armor. If there was a [[Omnissiah|god]] that his sacred numeration was binary, this would be his cultist's weapons...'''[[Adeptus_Mechanicus|whoa, wait]]'''... All of the above is pretty decent for MEQ's, but then we have the Volkite rule, allowing you to get even more wounds, for <strike>2</strike> 5 pts, just like Rotor guns. Seriously, don't take Rotor guns. The only real disadvantage you have is not being able to shoot on the move so you're not very mobile, but for that you have '''Volkite Chargers''', which hit a tad weaker than Calivers, are Assault 2, and have [[Derp|half the range]], meaning they'll be more exposed to retaliation fire (they are outranged by boltguns). Plan how you use them accordingly (attached medics, transports, etc.).
**For dealing with MEQ's you've got '''[[Volkite Caliver|Volkite Calivers]]'''. Heavy weapons may seem odd in a Special weapons squad, but these guns hit '''2''' points harder than Bolters, with '''2''' shots at more than '''2''' times the Bolter's '''2'''-shot range, and are FAR cheaper than Volkite Culverins in a Heavy Support squad. Additionally, attaching a Siege Breaker to this unit will let you camp an objective and absolutely ruin light armor. If there was a [[Omnissiah|god]] that his sacred numeration was binary, this would be his cultist's weapons...'''[[Adeptus_Mechanicus|whoa, wait]]'''... All of the above is pretty decent for MEQ's, but then we have the Volkite rule, allowing you to get even more wounds, for <strike>2</strike> 5 pts, just like Rotor guns. Seriously, don't take Rotor guns. The only real disadvantage you have is not being able to shoot on the move so you're not very mobile, but for that you have '''Volkite Chargers''', which hit a tad weaker than Calivers, are Assault 2, and have [[Derp|half the range]], meaning they'll be more exposed to retaliation fire (they are outranged by boltguns). Plan how you use them accordingly (attached medics, transports, etc.).
**For dealing with 2+ armour and/or making the unit look like [[DISTRACTION_CARNIFEX|a bigger threat than it actually is]] you've got '''[[Plasma|Plasma guns]]''', and boy are these puppies a reason to take this squad. It's one of the most expensive options, but given its ability to'' "Nope" ''squads of Terminators and the high amount of Artificer armour in the field, it's worth taking, but make sure you Deepstrike them and keep the squad down to a small size. Those points add up quick and anybody who sees five plasma guns in a unit will do everything they can to kill them. You can also take '''[[Meltagun|Melta Guns]]''' but given how much Armoured Ceramite is around (it ignores the extra D6) it won't help often besides ID'ing some commanders and Legion Specific 2-wound Terminators, so use them the same way you would a Plasma squad (and expect the same welcome).
**For dealing with 2+ armour and/or making the unit look like [[DISTRACTION_CARNIFEX|a bigger threat than it actually is]] you've got '''[[Plasma Gun|Plasma guns]]''', and boy are these puppies a reason to take this squad. It's one of the most expensive options, but given its ability to'' "Nope" ''squads of Terminators and the high amount of Artificer armour in the field, it's worth taking, but make sure you Deepstrike them and keep the squad down to a small size. Those points add up quick and anybody who sees five plasma guns in a unit will do everything they can to kill them. You can also take '''[[Meltagun|Melta Guns]]''' but given how much Armoured Ceramite is around (it ignores the extra D6) it won't help often besides ID'ing some commanders and Legion Specific 2-wound Terminators, so use them the same way you would a Plasma squad (and expect the same welcome).
***As suggested in the name, Tactical Support Squads have the ''Support Squad'' rule, meaning they cannot fill compulsory Troops slots. You'll need 2 other Troops choices before you can start filling up in this department.
***As suggested in the name, Tactical Support Squads have the ''Support Squad'' rule, meaning they cannot fill compulsory Troops slots. You'll need 2 other Troops choices before you can start filling up in this department.
***As with tactical squads, they can take an extra CCW for 2 points a pop. Naturally this is better with some weapon loadouts and some legions than others; typically you want to consider it for the closer ranged options, flamers are a bit of a toss-up because nothing you can hurt in melee will be willing to charge a squad armed entirely with flamers, but volkite chargers have to get within charge distance anyway and will usually appreciate being able to pick off any stragglers from their target in melee, and meltaguns will definitely provoke a counter-charge if they blow up a transport. You probably shouldn't bother doing this for a squad with volkite calivers or plasma guns since it's unlikely to matter, and should never give a squad rotor cannons to begin with so there's no need to consider this option for them.
***As with tactical squads, they can take an extra CCW for 2 points a pop. Naturally this is better with some weapon loadouts and some legions than others; typically you want to consider it for the closer ranged options, flamers are a bit of a toss-up because nothing you can hurt in melee will be willing to charge a squad armed entirely with flamers, but volkite chargers have to get within charge distance anyway and will usually appreciate being able to pick off any stragglers from their target in melee, and meltaguns will definitely provoke a counter-charge if they blow up a transport. You probably shouldn't bother doing this for a squad with volkite calivers or plasma guns since it's unlikely to matter, and should never give a squad rotor cannons to begin with so there's no need to consider this option for them.

Revision as of 07:05, 15 November 2022

The Special Weapons brigade to the Devastator's Heavy Weapons brigade.

Tactical Support Squads were a type of Space Marine Legion squad used during the Great Crusade and Horus Heresy era. Placed somewhere in-between a Tactical Squad and a Devastator Squad, the Tactical Support Squad were considered by some to be the Marines' equivalent of the Special Weapons Squad.

Overview

These mobile fire-support units replaced their standard Bolters with more specialized weapons such as Rotor Cannons, Volkite Culverins, Plasma Guns, Flamers, and Meltaguns. Tactical Support Squads operate in close order with their respective Legion's other troops, their supporting firepower enabling a Space Marine force to act with even more versatility and engage a wider range of targets on its own terms. Tactical Support marines also went through various power armour alliterations. At first, all of them wore Mark II: Crusade Armour, but overtime, more modern marks such as the Mark IV: Maximus Armour and the Mark VI: Corvus Armour became common place. By the time of the Heresy, the Mark V: Heresy Armour became the bog-standard to not only the Tactical Support, but also other space marine squads such as Tacticals, Assaults and Devastators.

Crunch

On the tabletop, they are your actual source of special weapons. 5-10 marines, and all of them, including the sergeant, have flamers that can be swapped for other special weapons (though note that all Legionaries MUST swap their flamers for the new weapon) depending on what specifically you want to do with them:

    • For dealing with general Infantry, you can keep the standard Flamer. Just because it is the starting option doesn't mean it's bad, since few things can survive charging, or survive existing near a full unit of 10 flamers, and they're much better than Rotor cannons which don't even look good on paper. They're terrible against Astartes, even though they put out a lot of shots (3-4 per gun) they're only S3. There is no armour save to fail if you're not wounding anything. Never take them over their superior alternative unless your Legion boosts them somehow.
    • For dealing with MEQ's you've got Volkite Calivers. Heavy weapons may seem odd in a Special weapons squad, but these guns hit 2 points harder than Bolters, with 2 shots at more than 2 times the Bolter's 2-shot range, and are FAR cheaper than Volkite Culverins in a Heavy Support squad. Additionally, attaching a Siege Breaker to this unit will let you camp an objective and absolutely ruin light armor. If there was a god that his sacred numeration was binary, this would be his cultist's weapons...whoa, wait... All of the above is pretty decent for MEQ's, but then we have the Volkite rule, allowing you to get even more wounds, for 2 5 pts, just like Rotor guns. Seriously, don't take Rotor guns. The only real disadvantage you have is not being able to shoot on the move so you're not very mobile, but for that you have Volkite Chargers, which hit a tad weaker than Calivers, are Assault 2, and have half the range, meaning they'll be more exposed to retaliation fire (they are outranged by boltguns). Plan how you use them accordingly (attached medics, transports, etc.).
    • For dealing with 2+ armour and/or making the unit look like a bigger threat than it actually is you've got Plasma guns, and boy are these puppies a reason to take this squad. It's one of the most expensive options, but given its ability to "Nope" squads of Terminators and the high amount of Artificer armour in the field, it's worth taking, but make sure you Deepstrike them and keep the squad down to a small size. Those points add up quick and anybody who sees five plasma guns in a unit will do everything they can to kill them. You can also take Melta Guns but given how much Armoured Ceramite is around (it ignores the extra D6) it won't help often besides ID'ing some commanders and Legion Specific 2-wound Terminators, so use them the same way you would a Plasma squad (and expect the same welcome).
      • As suggested in the name, Tactical Support Squads have the Support Squad rule, meaning they cannot fill compulsory Troops slots. You'll need 2 other Troops choices before you can start filling up in this department.
      • As with tactical squads, they can take an extra CCW for 2 points a pop. Naturally this is better with some weapon loadouts and some legions than others; typically you want to consider it for the closer ranged options, flamers are a bit of a toss-up because nothing you can hurt in melee will be willing to charge a squad armed entirely with flamers, but volkite chargers have to get within charge distance anyway and will usually appreciate being able to pick off any stragglers from their target in melee, and meltaguns will definitely provoke a counter-charge if they blow up a transport. You probably shouldn't bother doing this for a squad with volkite calivers or plasma guns since it's unlikely to matter, and should never give a squad rotor cannons to begin with so there's no need to consider this option for them.
Forces of the Codex Compliant Astartes
Command: Apothecary - Brother-Captain - Brother-Sergeant - Chaplain - Chapter Master
Command Squad - Honour Guard - Librarian - Techmarine
Troops: Assault Squad - Centurion Squad - Chapter Serf - CATs - Devastator Squad
Scout Squad - Servo-skull (Data Skull - Skull Probe) - Tactical Squad
Terminator Squad - Veteran Squad
Great Crusade-era: Breacher Siege Squad - Consul - Despoiler Squad - Destroyer Squad
Legiones Decurion - Legion Herald - Legion Outrider Squad - Legion Vigilator
Moritat - Master of the Signal - Praetor - Reconnaissance Squad - Seeker Squad
Sky Hunter Squad - Tactical Support Squad - Inductii
Structures: Castellum Stronghold
Walkers: Dreadnought (Castraferrum - Contemptor - Deredeo - Leviathan)
Transports: Land Raider - Mastodon Heavy Assault Transport - Razorback Transport
Rhino Transport - Spartan Assault Tank - Termite
Vehicles: Bike Squad - Javelin Attack Speeder - Jetbike - Kratos Heavy Assault Tank
Land Speeder - Predator Tank - Sabre Tank Hunter - Sicaran Battle Tank
Vindicator
Ordnance: Hunter - Legion Arquitor Bombard - Rapier Armoured Carrier - Stalker
Thunderfire Cannon - Whirlwind
Flyers: Caestus Assault Ram - Fire Raptor - Orgus Flyer - Storm Eagle - Stormbird
Stormhawk - Stormraven - Stormtalon - Thunderhawk - Xiphon Interceptor
Superheavy Tanks: Cerberus Heavy Tank Destroyer - Fellblade Super-Heavy Tank
Typhon Heavy Siege Tank
Spacecraft: Boarding Torpedo - Drop Pod - Space Marine Landing Craft
Allied Space Marines: Fallen Angel - Primaris Marine - Blood Angels - Dark Angels
Deathwatch - Grey Knights - Space Wolves - Black Templars
Forces of the Traitor Legions of Chaos
Leaders: Chaos Champion - Chaos Lord - Daemon Prince - Dark Apostle
Master of Execution - Sorcerer - Master of Possession - Lord Discordant
Unaligned: Chaos Chosen - Chaos Raptors - Chaos Space Marine Squad - Chaos Spawn - Chaos Terminators
Cultist - Havocs - Mutilators - Obliterators - Possessed - Tech-Assassin - Warp Talons - Warpsmith
Negavolt Cultist - Greater Possessed - Dark Disciple - Heretek
Faction Aligned: Khorne Berzerkers - Plague Marines - Noise Marines - Rubric Marines
Great Crusade-era: Breacher Siege Squad - Consul - Despoiler Squad - Destroyer Squad - Esoterist Consul - Legiones Decurion
Legion Herald - Legion Outrider Squad - Legion Vigilator - Moritat - Master of the Signal - Praetor
Reconnaissance Squad - Seeker Squad - Sky Hunter Squad - Tactical Support Squad - Inductii
Structures: Noctilith Crown - Skull Altar
Walkers: Chaos Dreadnought (Ferrum Infernus - Chaos Contemptor
Hellforged Leviathan - Hellforged Deredeo
) - Helbrute
Vehicles: Bike Squad - Chaos Land Raider (Land Raider Hades Diabolus) - Infernal Relic Predator
Kratos Heavy Assault Tank - Mastodon - Predator Tank - Rhino Transport - Sicaran Battle Tank
Stalk Tank - Vindicator - Typhon Heavy Siege Tank - Spartan Assault Tank - Rapier Armoured Carrier
Whirlwind Scorpius - Termite - Cerberus Destroyer - Fellblade
Flyers: Harbinger - Hell Blade - Hell Talon - Fire Raptor
Storm Eagle - Xiphon Interceptor - Thunderhawk - Stormbird
Spacecraft: Dreadclaw Assault Pod - Kharybdis - Doomfire Bomber - Swiftdeath Fighter
Titans: Daemon Knights - Chaos Emperor Titan - Feral Scout Titan
Ravager Battle Titan - Chaos Warlord Titan - Woe Machine
Unaligned
Daemon Engines:
Decimator - Defiler - Death Wheel - Forgefiend - Heldrake
Maulerfiend - Soul Grinder - Wirewolf - Venomcrawler - Helstalker
Daemon Engines
of Khorne:
Blood Reaper - Blood Slaughterer - Brass Scorpion - Cauldron of Blood - Death Dealer
Doom Blaster - Kytan - Lord of Skulls - Skull Reaper - Tower of Skulls
Daemon Engines
of Nurgle:
Blight Drone - Contagion - Foetid Bloat-Drone - Myphitic Blight-Hauler
Nurgle Plague Tower - Plague Hulk - Plagueburst Crawler
Daemon Engines
of Slaanesh:
Hell-Scourge - Hell-Knight - Hell-Strider
Questor Scout Titan - Slaanesh Subjugator
Daemon Engines
of Tzeentch:
Aether Ray - Doom Wing - Fire Lord of Tzeentch
Mirrorfiend - Silver Tower of Tzeentch - The Auruntaur
Auxiliaries: Chaos Daemons - Death Guard - Thousand Sons - Emperor's Children - World Eaters - Fallen Angels