10 Ways to Win at Warhammer 40,000 with a Space Marine Tactical Squad
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Ways to win at Warhammer 40,000
These tips are a great way for beginners to get to grips with the tactics of 40k battles, while more experienced generals can use them to check and improve their skills. If you don't use all these methods regularly in your battles, then maybe you're a bit stuck in your ways - a good general is flexible enough to deal with any opponent and any situation, so it pays to have plenty of different tricks up your sleeve.
My plan is to produce a range of these quick tactics guides, covering different units and different armies. Check back to see how far I get!
My plan is to produce a range of these quick tactics guides, covering different units and different armies. Check back to see how far I get!
10 ways to win with a Space Marine Tactical Squad
1. In objective battles, split your Tactical Squad into combat squads to hold 2 objectives - a huge advantage over everyone else's Troops choices. However, keep the squad whole for Kill point missions, otherwise you're giving away easy points to the enemy.
2. Leap out of a Rhino or Drop Pod within 12" of the enemy and rapid fire. Twenty boltgun shots will spoil anyone's day, and is usually more effective than charging into assault.
3. Make sure they are equipped to deal with armoured vehicles at range and in close combat. The whole point of a Tactical Squad is that they can deal with anything, but if you leave out that crucial armour-piercing wargear then you may find your squad entirely negated by an enemy they can't hurt.
4. Use their transport to shield them from incoming fire. Careful positioning is important when you disembark your squad. Use the vehicle to block lines of sight from all enemies except the Space Marines' target target. Otherwise, the foe's next Shooting phase may be very painful!
5. Split the ten Space Marines into combat squads so the heavy weapon can stay still and fire (preferably while sitting on an objective), and the other half with a fighty sergeant and a flamer or meltagun can advance on the enemy.
6. Look out for easy targets with a 6 or 5+ save that boltguns will negate. With a bit of lucj, you can expect to see the whole enemy unit evaporate. Bring along a flamer for extra effectiveness.
7. A great way to take down heavy infantry like terminators is weight of fire. A ten-man Tactical squad firing bolters at Terminators will statistically kill 1 model, worth 40 points. Those same five Terminators firing storm bolters at the Tactical squad would also expect to kill 1 model, but worth only 16 points. And remember that the Tactical squad was cheaper to field in the first place, by 30 points.
8. Field extra Tactical squads against armies with lots of AP3 guns. These weapons kill a tooled up Vanguard Veteran just as easily as a budget Tactical Marine, so you might as well have more bodies and more bolters.
9. Take a Rhino - they are a absolute bargain for how useful they can be, and opponents often don't shoot at them once they are empty because they have more urgent targets. Consequently, it's common to have your sturdy transport still running at the end of the game, when it can nip in to contest an objective.
10. Take as many as you can fit in your army. When this codex was written, Games Workshop were actively encouraging armies to have more core troops - consequently, the Tactical squad is a bit of a bargain.
2. Leap out of a Rhino or Drop Pod within 12" of the enemy and rapid fire. Twenty boltgun shots will spoil anyone's day, and is usually more effective than charging into assault.
3. Make sure they are equipped to deal with armoured vehicles at range and in close combat. The whole point of a Tactical Squad is that they can deal with anything, but if you leave out that crucial armour-piercing wargear then you may find your squad entirely negated by an enemy they can't hurt.
4. Use their transport to shield them from incoming fire. Careful positioning is important when you disembark your squad. Use the vehicle to block lines of sight from all enemies except the Space Marines' target target. Otherwise, the foe's next Shooting phase may be very painful!
5. Split the ten Space Marines into combat squads so the heavy weapon can stay still and fire (preferably while sitting on an objective), and the other half with a fighty sergeant and a flamer or meltagun can advance on the enemy.
6. Look out for easy targets with a 6 or 5+ save that boltguns will negate. With a bit of lucj, you can expect to see the whole enemy unit evaporate. Bring along a flamer for extra effectiveness.
7. A great way to take down heavy infantry like terminators is weight of fire. A ten-man Tactical squad firing bolters at Terminators will statistically kill 1 model, worth 40 points. Those same five Terminators firing storm bolters at the Tactical squad would also expect to kill 1 model, but worth only 16 points. And remember that the Tactical squad was cheaper to field in the first place, by 30 points.
8. Field extra Tactical squads against armies with lots of AP3 guns. These weapons kill a tooled up Vanguard Veteran just as easily as a budget Tactical Marine, so you might as well have more bodies and more bolters.
9. Take a Rhino - they are a absolute bargain for how useful they can be, and opponents often don't shoot at them once they are empty because they have more urgent targets. Consequently, it's common to have your sturdy transport still running at the end of the game, when it can nip in to contest an objective.
10. Take as many as you can fit in your army. When this codex was written, Games Workshop were actively encouraging armies to have more core troops - consequently, the Tactical squad is a bit of a bargain.
Don your armour
Warn your enemies about incoming AP3.
Muster your forces
eBay auctions
Lets face it, 40k isn't the cheapest hobby, so it's well worth getting a few reinforcements from ebay. It saves time on assembly, and after a quick spray you can apply your own colour scheme. For that matter, you can often find models already painted in your chapter's heraldry that can fit straight into your army.
Space Marines that don't die on a 1
- Deathwatch roleplaying game
- Find out about Space Marines that really live up to the image...
Know your enemy
40k books on Amazon
To be a successful 40k general, it's vital to know what to expect from your foe. Don't get caught out by AP3 weapons you didn't know about or special characters with unexpected special rules. Do your homework...
Tactica Imperialis
Don't agree? Better tactics of your own? Put them here!
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CashChri
Oct 13, 2011 @ 11:00 am | delete
- You got some good pointers in here, and you can also use it on other armies. This is just about how i use my Dark Eldar karbalites ^^
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Squidspeed
May 11, 2011 @ 7:57 pm | delete
- I'm not sure I quite agree with your math on the Terminators vs Tactical Marines, and you ignore the fact that each squad will likely have a heavy or assault weapon, which will hurt the Tactical squad more than the Terminators. By my math, the Terminators have a better chance of killing a second model than the Tactical squad does, which still puts it slightly in favour of the Tactical squad, since losing two members reduces firepower the same as losing 1 Terminator (and STILL at less cost), while the heavy/assault weapon-carrier in the Tactical squad has more models to soak casualties. However, due to heavy weapons and saving throws, I think the Terminator squad would still come out way on top (which it should).
Thanks for writing an article about tactical squads though - they've always been rather weak in my estimation and it's nice to see someone throw out some ideas of how to use them.
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ChristopherPoole Apr 3, 2011 @ 9:32 pm | delete
- Pretty good tips. Ill use it with some of the armies I have painted up on my page. Thanks
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jwindsor375 Dec 11, 2010 @ 4:10 pm | delete
- Awesome Tips some stuff I never considered!
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chrissuard
Dec 8, 2010 @ 4:24 pm | delete
- Nice tutorial on how to win, thanks!
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by grahamalandavey
My name is Graham Davey, Studio Editor for the Games Development team for 4 years, 2006-10. You'll find my name in the last 60 or so army books, cod... more »
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