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Warhammer 40,000/5th Edition Tactics/Space Marines
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===Troops=== *'''Tactical Squad''' - Your bread-and-butter scoring units. These guys don't excel at anything but are decent at everything. Unfortunately, their balance tends to be their downfall as most other basic troops tend to be better at everything than they are (see: Grey Hunters), and they're a tad expensive when fully kitted out (mostly due to requiring 10-man squads in order to get any special or heavy weapons). Keep them at a distance if possible, but keep in mind to make effective use of your Rapid Fire range. Great for camping objectives as the one thing they're best at doing is staying alive for a good while. Always take Rhinos or Razorbacks with your Tacs, even if they're camping an objective. Metal Boxes make excellent walls and mobile shields for your troops. Take at least 2 squads of these guys in every army. **Important side note, if you plan to assault with these men remember they all have Bolt pistols, meaning you can unleash 10 bolts while still being able to assault. Generally, though, you shouldn't assault with Tacticals, but if you do shoot the incoming enemy and fall back on the first morale check. **If you manage to run away and your enemy catches you, your Marines aren't auto-killed but continue the fight instead (you take No Retreat, though, which is painful). Remember this! Next thing to remember, if your enemy does not catch you and you broke out in their close-combat phase, on your next turn which comes right up your Marines are auto-rallied as usual. They also count as '''not moved'''. In other words, rocket launcher in the face or 9" move (you do get your 3" regroup move as well as usual 6"). *[[Scout|'''Scout Squad''']] - A decent unit, especially if you want to focus on more expensive units for your army. You really don't need more than one squad of these guys, if any at all to go along with Tacs. Scouting and Infiltrating, they can put a Teleport Homer on the board rather fast and very uncomfortably close to your enemy forces, so keep that in mind if you run Terminators of either flavor. Not the worst unit in the world, but your points are more often better spent elsewhere. **One of the classic Scout-Combos is to take a Techmarine (Master Of the Forge, the Special Character Lysander, or a Thunderfire Cannon's crew also count). Give your scouts Camo Cloaks, put them into a ruin that you "fortify" with the aforementioned Techmarine's special power, and [[Troll|enjoy]] a 2+ cover save. **A second is the "Scout Missile" in which a small suicide squad of scouts (often with a PowerFist and/or melta bomb) is placed in a Land Speeder Storm and tasked with turn 1 assassination of a vital target (such as a high-cost Tank, vulnerable shooting unit, etc). Not good, but fun. **A Final tactic worth mentioning is the "Shrike Stampede" in which the special character "Shrike" is used to give your army Fleet of Foot. You then load up on scouts armed for hand-to-hand combat, Infiltrate as close as possible to the enemy (18") take your 6" scout move, and on turn one, scream "kekekezergrush" while charging in and hoping for the best. Not actually a good tactic, but fun, and catches some people off guard. **'''Torias Telion''' - An upgrade to a Scout Sergeant, Telion gives you a rending, pinning, sniper-boltgun that you get to allocate the wounds from. He can also forfeit his shooting (aww) to allow one model in his squad to shoot at BS 6 (say, a scout with a missile launcher). Useful for putting pressure on your opponent and picking off specialists, which he will at least once in a game (problem, hidden powerfists?) Pricey, so consider your points. Also worth noting that he gives free Stealth to his unit (so you don't need to buy camo-cloaks).
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