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Warhammer 40,000/9th Edition Tactics/Space Marines
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===Using Tactical Marines=== Tactical marines are now 2W 1A, meaning their Primaris counter parts will outdo them in melee. Tactical marines however posses a wide range of tactical flexibility by being able to take up to two specialized weapons in a squad of 5. They are often used MSU with a single heavy or special weapon selected for a single purpose. The Sarge will less often be seen taking a close combat weapon to aid in melee, or combi-weapon to directly supplement the squads heavy/special weapon(s). They are also now our cheapest troop choice and the only troop choice able to take dedicated ranged anti-tank weaponry. Common loadouts and play styles: * Pocket Lascannons: 5 with a lascannon to hold objectives, damage vehicles, and remain stationary in the backfield, ideally in cover. * Rhino Rush: 2x5 units with a combi-melta and a flamer or multimelta. Used to move directly towards the enemy and engage tanks or infantry with a hardy 20 wound unit, plus the effectively disposable Rhino. * Razorback Rush: Usually a plasma gun or grav-cannon and combi-plasma setup with 5 marines. Next the Razorback will probably use Twin Lascannons or Assault Cannons, and the two units will hunt units in tandem. This option allows an accompanying Captain to aid the ranged weaponry and protect against plasma overheating. In the end, the humble tactical squad should not be the linchpin of your army on its own. It should, however, perform a specific task that affords your primary units the ability to maneuver into position and deal crippling damage. Tactical squads can also be used to supplement, not supplant, another more specialized unit in your army where the situation deems necessary or act as an emergency replacement if said specialist unit is unexpectedly taken out. Finally, they are our cheapest source of troops for contesting objectives.
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