Squad Mechanics, Synergy and Weapon Loadouts

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Squad Mechanics, Synergy and Weapon Loadouts

Post by johnyohm92 on Mon Aug 20, 2012 11:08 pm

Greetings Brothers. Being new to 40k and just crossed over from 5th Ed to 6th Ed, I'm quite unsure on the tactical aspect for troop choices and their squad mechanics.
Firstly, which troop choices to use? Do I go terminator heavy, paladin heavy, purifier spam or just regular strike squads?
Secondly, what are the squad sizes do you guys recommend (eg. 5 or 10 men) for the troop choices mentioned earlier?
Thirdly what weapon options do you usually equip your squads with (eg. 5halberds, 4 psycannons and 1hammer for purifiers) for each of the respective troop choices mentioned earlier?
Lastly, what are the tactics, strategies and game play that would work with each of the respective troop choices mentioned earlier?
Cheers Very Happy

P.S. still trying to figure out how to kit my guys so that I don't assemble them tactically wrongly and then have to waste more time and money rectifying the problem Very Happy

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Re: Squad Mechanics, Synergy and Weapon Loadouts

Post by duncndisorderly on Tue Aug 21, 2012 12:50 am

That's almost exactly the question I wanted to ask, at least the part on squad load out anyway. As for the other questions I can offer the following opinions.
Troop choices:
It all depends on how you like to play the game and the opponents you normally face, I normally play against nids so for me it's the more troops the merrier, for that reason I tend to try for 3 strike squads of 10 men in plus a couple of dreadies for me termies are too pricey. having said that if I know I'm playing another relatively elite army such as blood angels I will drop strike squads entirely for two ten man terminator squads, 10 purifiers and some dreads
Size of squad :
As for ten v five I always try for ten , they can be combat squadded if you need to fill board but there a good size in close combat if it comes to hand to hand.
Load out:
If anyone has a good answer I'd be really interested too, on the assumption your running ten man units how do you fill them for each unit type, be they purifiers, paladins, termies, strike squads or interceptors

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Re: Squad Mechanics, Synergy and Weapon Loadouts

Post by flaxis on Tue Aug 21, 2012 2:51 am

Brothers,

Here is my personal preference.

First I follow the old rule of 1 hammer per 5 men. That gives you a solid base to build on.

(assuming 10 man squads)
So a typical GKSS for me is 2 hammers, 2 psycannons, and 6 swords. I want to keep this unit cheap. so standard basic load out.

Moving on the interceptors. 2 hammers, 2 incinerators, 6 halberds. I use this unit as a fast attack squad supporting my NDk's as they spring across the board. As I always equip my NDK's with PT's they need to keep up with them. By giving them halberds I am ensuring that they get to hit first, in the majority of cases so I can maximise their damage, and reduce their loses.

Next Purifiers, 2 hammers, 4 psycannons, 1 Stave, 3 halberds. I might swap out a psycannon for a incinerator, as they are much better now, espically for overwatch. I am yet to build and use these, but they are expensive. (A bit of a option on whether to take psybolt ammo for 6 men or not.)

Purgation squads are self-explainatory - 2 hammer, 8 psycannons (normally you only take in 5 man groups) Don't ever take psybolt ammo for these guys, plus the HS slots get used for other things normally.

Terminators, 2 hammers, 3 swords 5 halberds, (2 psycannons, 2 storm bolters.) I need to decide if I want to get a stave into this unit or not, still thinking about that at the moment. Normally I run this unit with either a OMI (another hammer) or a GM (staff)

Paladins, My paladins are all equiped differently a throw back to 5th edition, not sure if that is still needed or not, but I am happy with the mix I have. Again I need to decide on getting a staff into the unit or not.
Apothecary with Halberd
Banner with Storm bolter
Hammer with Storm bolter
Hammer with Psycannon
Halberd with Psycannon
Halberd with Storm bolter
MC Halberd with Storm bolter
Sword with Psycannon
Sword with Storm bolter
Sword with MC Psycannon

Don't forget it is more economical to give 10 man squads psybolt ammo than a 5 man squad. The other thing to remember is that if you make your models to 10mans you can then always drop models to make smaller sized units. Or as I do with my GKSS, split them (as if combat squaded) into 2 untis of 5man and add a razorback to each.

I hope that helps answer your questions some. There will be different ways to approach this for different people. if you are really concerned you can always spend so time and magnetise your weapons on your marines.

Brother Flaxis


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Re: Squad Mechanics, Synergy and Weapon Loadouts

Post by Tiger10 on Tue Aug 21, 2012 3:12 am

Pretty good info Flaxis, but only up to four purgation knights can have psycannons. Very Happy

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Re: Squad Mechanics, Synergy and Weapon Loadouts

Post by Aubec le noir on Tue Aug 21, 2012 3:17 am

As HQ : i love the GM named or not) and the libbie ... they are very often my base choices : GM with grenades (rad, psycho...) + MC psycannon + MC sword and level 2 or 3 (depending the points we play) + Stave + 2 or 3 codex powers (sanctuary, summoning, warp rift...)

with the change of PA for CC weapons, the termies seem to have a new youth... people, including tournament specialists seem to use them more and more.
so a terminator / paladin heavy list couldn't be a bad choice. for termies 1 psycannon and 1 hammer each 5 men, and a mix halberd, sword and maybe a stave for the justicar.
For pallies, each of them has a different loadout, as Brother Flaxis cause i'm now used to it ! Razz

Against hordes, the purifiers are still a good choice : because of their flame, but i have to disagree with my brother Flaxis on their loadout : those are CC units, you can extract the best of them in CC with halberds (and maybe one hammer just in case) so no psycannons in this unit for me (they are still expensive anyway ! Wink Razz )

NDK, are now with the 6th ed, more useful than for the 5th, essentially because of their special rules as montruous creature (fear) and as walkers, and because they have S10 fists now... their loadout : personal teleporter (a must have) + heavy incinerator (i don't give them 2 weapons... too expensive) and then 2 fists, or sword or hammer depending of the foe.

Interceptors, are game winners : they are very versatile, have the 30" move, 2 cinnies and 1 or 2 hammer(s) with halberds...

Dread are still useful, but are somehow nerfed, particularly the venerables... so as you wish.

SR are now very useful against other flyers so i think we will see them more, but i have to admit that i love LR of any type (LRGH, LRC, LRR)

note that i only spoke for a full GK army (that is my style of play) with inquisitors and henchmen, the core of a list is now Coteaz and another HQ (named or not)
Hope it helps
Aubec pirat

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la fuite n'est pas une option !

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Re: Squad Mechanics, Synergy and Weapon Loadouts

Post by flaxis on Tue Aug 21, 2012 3:28 am

Brother Tiger,

That explains why you never take more than 5 men in the squad I guess, my error for not checking the book.

Brother Flaxis

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Re: Squad Mechanics, Synergy and Weapon Loadouts

Post by DonFer on Tue Aug 21, 2012 12:58 pm

I'd say depends on the list you want to build.

Normally, you want to have lots of troops so you can contest/control objectives. They are the core of any army. In this regard would you like them to go on foot or in a transport? If you use rhinos, take 10 SS. If RB, only six allowed (ideal for Purifiers). SR and LR are also good choices but not for SS. Take Terminators instead.
SS are great troops choices, fairly reliable and good firepower. For these I'd recommend psycannons (or incinerators your choice), one per 5 SS. The Justicar can have whatever weapon your points/you allow. But since they die like normal marines there's no point in spending loads of points in these guys. Add psyboltammo for extra shooting fun (10 man squad only IMHO).
Termies are now a great troops choice, but expensive indeed. Since they take their weapons for free (except NWS) I'd mix them in my own fashion. Are they assaulty? NFH are great but don't forget the boost of a NFS too. Shooty? Psybolt ammo is great, mastercraft the psycannon perhaps. Transports, well many brothers here use the LR for Termi moving. I reckon with 6th the Stormraven is starting to look pretty attractive for transporting Termies.

That's it I guess for the basic troops. Our codex has more troops choices (purifiers, paladins, inq warband) these are more special. Since you are starting I'd say perhaps you can reserve these for a bit later.

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Re: Squad Mechanics, Synergy and Weapon Loadouts

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