Hello students and welcome to the fifth part of our study of the Space Marine codex. Today, we elaborate on some of our fundamentals that were covered in our primer. Today, we look at the necessary evils which define our power armored friends, tactical squads and dedicated transports. If you've already forgotten those precious commands, worry not. I'll reintroduce them. Brace yourselves, and we'll catch up on the other side of the break.
Tactical Squad - Okay
The thing keeping the tactical squad from a great rating is that firing on a vehicle wastes your bolters, but when firing on infantry, your bolters just aren't that impressive. Almost all the flavor for this unit is tied up in your choice of chapter tactics, most of which don't have nearly the impact or scope of other troop choices' special rules. There are worse units in the game, but there are a lot better.
Regardless of the above assessment, and the hullabaloo over bikes (which will be covered in part 7), almost every list has room for at least one tactical squad. Though still a pricey troop, they enable what was discussed in the commandments. They're tough to dislodge, and every shot dedicated to them is one which isn't going after your other units, which are very very killy. Just remember, don't bring more than three of them, and stick to the essentials with upgrades, lest the strength of your list suffer.
At the end of the day, the tactical squad is easy to use, and hard to master.
Scout Squad - Okay
Don't let the section header fool you. Outside of a few limited cases and uses, these guys are strictly worse than a tactical squad. For shaving off a few points, you lose a point of WS, BS, and most crucially, save. What then are the circumstances which allow for scouts to outshine their fully initiated counterparts? The first is as a cheap, native objective sitter. No allied HQ tax, and they give you the chance to pin a unit or snipe a wound or two off a MC over the course of a game. Sure, a heavy flamer will waste them, camo cloaks or no, but that's true for just about any infantry unit in the game. Past that, they make for a solid enough unit to outflank into the opposing deployment zone and assault an enemy fire base, or score you line breaker. The point of these guys is to be cheap though. Don't lose sight of that, or you'll find yourself scratching your head as to where your list construction ran out of points.
Land Speeder Storm - Not quite bad, but worse than okay
This unit entry is chasing the scouts for a very good reason. It's their unique dedicated transport. Previously a fast attack choice, being moved into the dedicated troop slot has helped make this unit more viable, but it's far from perfect. Its flimsy, as in Dark Eldar, fly the paper airplane closer to them, kind of flimsy. It gives some real deep strike protection if it lives, and access to another multi-melta, as well as the blinding large blast. If you're able to live long enough to blind some fire warriors or guardsmen, it might pay off. But outside of that, since its inclusion mandates bringing scouts, maybe leave it at home.
Rhino - Great
Razorback - Okay
Remember all that great stuff I said about the rhino? How it was cheap, spacious, and left you able to fire your important guns? Forget most of that. The razorback trades both its fire points and four of its capacity to bring a gun. The biggest issue here is that the chassis starts at time-and-a-half that of the rhino and brings only a twin linked heavy bolter or heavy flamer for those points. Upping your points cost to more than double that of the basic rhino gets you a twin linked assault cannon, lascannon, or plasma gun with single lascannon. The lascannon toting options are solid for areas where you really need to down monstrous creatures, but the heavy flamer is probably the worst option on the menu. You're simply neither fast nor durable enough to capitalize on it. This leaves the assault cannon, stranded in no man's land. It's solid against infantry, and can make a good try against monsters, but ultimately it relies too strongly on the rend to push through vehicle damage. It can succeed against rhino chassis equivalents, and the rend can help you in a panic matchup against Necrons, but against the dominant AV12 meta of wave serpents, devilfish, and heldrakes, it misses the mark. So, though expensive both in points and in restrictive play style and capacity, the razorback is far from useless. It's just very squarely the loser between drop pods and rhinos.
Drop Pod - Great
Summary
Well, there we have it. A sizable discussion on the inevitable facts of life for the Space Marine codex. You should field a unit of tactical marines, and you should field varying numbers of rhinos and or drop pods. It's not fun, it's not unique, but it's life, and playing with the ratios can help you find an enjoyable list that works to fit your play style. Bikes are fast attack and will be discussed there. Elites are up next week. Anything I missed out on? Let's have a chat in the comments. You guys have done a great job on fostering great discussion so far!
I think there is something to be said about volume in terms of Tactical Marines. I feel they could make a fairly potent armada-style army, capitalizing on higher resiliance to back up combined firepower.
ReplyDeleteDue to points it will never be as efficient as the Taumada, but it's something. While not by too much, the squad got cheaper, and the capability of a 9 man unit to actually be a thing now makes them versatile units for the HQ Independent Characters (which could number up to 4 if you bring some Techmarines (as you should :D ).
I won't advocate armada marines. Tau or even Eldar can make an armada work because their transports are more durable and their structure allows their troops to concentrate on anti-infantry fire while other slots focus on anti-tank or anti-MC.
ReplyDeleteEven with Imperial Fists chapter tactics, your bolter fire will not live up to Tau or Eldar point for point. Eldar get rending, Tau get to bring 3 dudes for every 2 dudes you get /and/ they have Ethereal access. Past that, eldar get to add in the dakka from their serpents, fire warriors get to outsource their tank and MC kill to broadsides.
The whole point of the tactical squad is the special weapon. The heavy just sort of exists. When you stop utilizing that special weapon /and/ take more of them, you weaken your list and lose sight of the point of the book you're playing. If you really want to try armada marines, try Chaos, or Wolves, or even DA (whee dakka banner in a drop pod after we already piled out of our rhinos in prime position).
Hey Corvus - just a quick question for you; I'm currently running a Drop Pod list (obviously pleased to hear you rated Drop Pods so highly!), but your Drop Pod article was obviously written with 5th ED in mind.
ReplyDeleteAny chance there's a 6th ED one in the pipeline? :)
(Not meaning to be picky, just I love me some meta....)
Also, whilst I don't play Templars I couldn't help but notice there's no Crusader squad mentioned here. Any particular reason?
Cheers!