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View Full Version : Optimal size for a tactical squad



carny
02-04-2014, 01:06 PM
This is mainly about Dark Angels -.
Tactical Marines are a mainstay in most codexes. While variations exist it seems that the rule these days are:


5+ (max 10) marines
1 weapon (special/heavy unlucked at 5 dudes, another at 10 dudes)
Newer armies buy an upgraded sergeant
access to rhinos, razorbacks, drop pods.

I have traditionally run my squads as 10 men troops with a special weapon (usually melta) and a heavy weapon (usually missiles) but I often feel that my heavy weapon does very little and I am thinking of leaving it off, but If I only have a special weapon, do I need a full squad? It seems to me that my "big gun" more often is the only one that really matters and do I really need 10 bodies to get that?

So what is the optimal squad size for tactical space marines?

Mr Mystery
02-04-2014, 01:29 PM
Due to Heavy Weapon option, and combat squads, has to be 10.

Gives you two scoring units. Ones with the heavy weapon can camp on an objective.

Cap'nSmurfs
02-04-2014, 02:38 PM
Ten, then you have the option of Combat Squads. 10 or bust, unless you're just trying to spend some spare points.

ElectricPaladin
02-04-2014, 02:43 PM
In my Blood Angels army, I sometimes do a 10-man tac squad. I like to kit them as an anti-infantry counter-punch unit with a flamer (wall of death in Overwatch, clear opposing Troops choices out of cover to claim objectives) and a heavy bolter (more shots in Overwatch, fire on distant foes once they are camping the objective). Of course, as a Blood Angels player, tac squads are not the backbone of my army - that job goes to assault marines. They are for claiming backfield objectives and hopping out of stormravens to gun down things I don't want to be in melee with.

Now, if you like highly mobile footslogging squads, I totally accept that you might want to forget about the heavy weapon. Nevertheless, I think that big squads are the way to go for anything that you want to have claiming an objective. Durability is at a premium for units that you need to still be there at the end of the game, and nothing says "durability" like boots on the table.

SON OF ROMULOUS
02-04-2014, 02:51 PM
For this edition as well as towards the tail end of 5th i've relied heavily on taking 10 man squads and breaking them down into smaller combat squads. what i have done with my heavy weapons is to switch Primarily towards either plasma cannons or heavy bolters. i know many will disagree with me but i do not want my marines to be ablative wounds for a single lasCannon or for a single missile launcher. When i've paired my heavy with the heavy bolter or plasma cannon now they support my unit of 4 boltguns that combat squad can no fire for 5-7 turns with a blast and 4-8 boltgun shots. For me it's worked i have units to surge forward as well as units to remain behind to secure my objectives as well as supporting the midfield and my advance.

this allows you to still kit out your Sargent and special weapon to then take care of which ever role you want them to do. weather its anti tank or anti infantry ect.

Da Gargoyle
02-04-2014, 11:56 PM
As an Eldar I prefer to see smaller Marine squads. A combat squad holding objectives or sniping with heavy weapons is easier to snipe back at. Just think, a 10 dar squad of storm guardians with flamers and bladestorm, shooting and assaulting a five man marine squad. The not that much more expensive and the result leans in my favour. What do you think, 28 attacks, 6 with power weapons, after 10 shots with blade storm. In the meantime back field is a Defender squad with a Star Cannon running on the same BS as the marines.

Is there a problem fielding 6 man squads instead of breaking up ten man squads. I always thought that was a good number. Harder to get 25% kill ratio against them, that extra bolter and the extra attacks in combat if it occurs

Anggul
02-05-2014, 06:06 AM
Purely anti-vehicle weapons (Lascannons and Multi-Meltas) seem like a bad call as you're wasting your Bolters. Ablative wounds are fine for a Devastator squad, that's the unit's purpose, but on a Tactical squad you're taking five guys for only one of them to be relevant. For this reason I would generally go for a Missile Launcher for flexibility so you can do both or a Plasma Cannon to give you really brutal anti-infantry to add to your Bolters. The same goes for the special weapon. Plasma Gun seems good for keeping at range and using as an uber-bolter, Flamer is good if you're rushing in close to Rapid Fire stuff down.

On the other hand, Combi-Melta+Meltagun+Multi-Melta is a pretty common build as it lets your basic troops deal with heavy vehicles and they can then go on to fight infantry.

Wolfshade
02-05-2014, 06:12 AM
Perhaps the actual question is what task are you trying to achieve with the tactical squad.

And from that flows the different answers of what is the optimal size, a full 10 man squad with heavy weapons is a good "home" objective holder. The Heavy Weapon is good for further targets, anti-armour etc, plus 10 t4 3+ bodies are quite hard to shift from an objective.

If you are trying to disrupt a unit/stea/contest an objective then 6 man with 1 special weapon (melta/plasma/flamer), with a CC orientated sarge in a razor back to rapidly grab objective.

beeny13
02-09-2014, 09:38 AM
I would say that 10 man squad is the best, and that less should be used for other units. drop the heavy. 10 men lets you combat squad if there are more objectives, or stay as one if it is kill points. additionally transports are proportionally cheaper when the drop pod or rhino is full. actually, now that you mention it, if they are walking without any transport you might as well run 2 5s with 2 specials.

pnkfld7892
02-10-2014, 10:42 AM
My question is: Does the sergeant count as one of the 10 men? so is a 9 marine squad plus sergeant a 10 man squad?

This Dave
02-10-2014, 12:12 PM
My question is: Does the sergeant count as one of the 10 men? so is a 9 marine squad plus sergeant a 10 man squad?

Yes he does.