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Dkoz
21-06-2015, 11:45
I have 2 Tactical Sqaus armed with missile launchers right now, but I was thinking of giving them heavy bolsters instead and I wanted to get some thoughts on if this was a good idea or not. Right now I have 1 3 man centurion devastator squad each with TL lascanons and missile launchers and 3 10 man sterngaurd squad with 2 comi-meltas each so I do have some anti armor.

ehlijen
21-06-2015, 12:02
Do your usual opponents have a lot of untransported infantry? If yes, HBs are fine as a choice of taste, though they still won't outperform missile launchers by much in most cases, let alone come anywhere near the flexibility of the ML.

If there isn't a plethora of squishy infantry targets (or they all hide in transports), HBs are a waste of a heavy weapon slot (and for that reason alone, many players buy transports).

Mike3791
21-06-2015, 15:05
How much cheaper are HB to ML? I'd say if you want to save points and make a dedicated anti-infantry unit, then HB is the way to go.

Knifeparty
21-06-2015, 15:48
Heavy Bolters are close to being one of the worst weapons in the game. You are sacrificing mobility for 3 strength 5 shots? no thanks. Every other option is by far a better choice.

Mike3791
21-06-2015, 16:22
Heavy Bolters are close to being one of the worst weapons in the game. You are sacrificing mobility for 3 strength 5 shots? no thanks. Every other option is by far a better choice.

ML also sacrifice mobility too.

insectum7
21-06-2015, 16:31
I have 2 Tactical Sqaus armed with missile launchers right now, but I was thinking of giving them heavy bolsters instead and I wanted to get some thoughts on if this was a good idea or not. Right now I have 1 3 man centurion devastator squad each with TL lascanons and missile launchers and 3 10 man sterngaurd squad with 2 comi-meltas each so I do have some anti armor.

Missile Launchers are better than Heavy Bolters, but Grav Cannons are better than everything else.

If you have Heavy Bolters lying around, I would consider doing some conversion work to make them into Grav Cannons instead. I'm going to be converting all my plastic HBs into Gravs myself, you'll notice that they are similar in terms of how the marine is holding the weapon. They both have that top handle grip over the barrel. I have eight Heavy Bolters that I'll probably never use otherwise, but Grav Cannons require the purchase of the new Devastator Box. If I get crafty, I'll have eight Grav Cannons for freebies.

In my last game, the final Tac Marine in a five man squad killed a Necron Stalker in one round with his Grav Cannon. This was the turn after he overwatched two Praetorians like a boss.

WarsmithGarathor94
21-06-2015, 16:32
I'd say just go plasma gun combi plasma bit then again I primarily play csm

Knifeparty
21-06-2015, 20:54
ML also sacrifice mobility too.

Yea, but you sacrifice mobility in this case for a weapon that can actually kill something so it's a decent trade off.

If the Heavy Bolter was Assault 3, or Salvo 3/5 then I might consider it. As it stands HB does little more than a normal bolter would do, and you get the added benefit of being mobile with a normal bolter. If you run a 10 man squad of marines I honestly don't think it's worth the heavy weapon. The combination of Special weapon and heavy weapon means that the tactical squad generally doesn't know what its doing and can't really be effective against anything because one half of the squad wants to move and get up close and the other half wants to stand back at a distance. So you combat squad them into two units of 5, 1 with a special weapon/combi-weapon on sergeant in a razor back. The other 5 man combat squad sits on an objective and takes pot shots, the least you could do is give them a semi-decent weapon. The Heavy Bolter simply does nothing well enough to warrant taking it, and it reduces the mobility of the unit on top of it.

Kaiserdean
22-06-2015, 21:41
I like to field my SM squads in Rhinos with missile launchers and melta guns in the special slot.

Marines in drop pods get flamer, heavy flamer.

I rarely buy anything for the Sgt except for melta bombs.

Minsc
22-06-2015, 21:52
Marines in drop pods get flamer, heavy flamer.

Regular Tactical Marines aren't allowed to pick a Heavy Flamer in their heavy-weapon slot though (not even Salamanders) - only Sternguard.

T10
22-06-2015, 22:11
How about the multi-melta on a tactical amrine or devastator? I hear very little about this weapon, neither positive nor negative remarks.

.T10

ehlijen
22-06-2015, 23:05
How about the multi-melta on a tactical amrine or devastator? I hear very little about this weapon, neither positive nor negative remarks.

.T10

As comparatively short range (they're only good AT at 12") move-or-fire weapons, they are problematic. If you can get them into position quickly and find some broken formation/rule to give them relentless, they are very cost effective additions to plasma or meltaguns.

Larkyn
22-06-2015, 23:15
Regular Tactical Marines aren't allowed to pick a Heavy Flamer in their heavy-weapon slot though (not even Salamanders) - only Sternguard.

Unless you're playing Blood Angels, which granted, aren't "standard" Space Marines.

Galushi
22-06-2015, 23:15
I personally like taking Plasma Guns (special) and Multi-melta (heavy), but i play against a lot of heavy armor and they usually earn their points back. Or if 1 combat squad is gonna sit back, Lascannon is nice for pop shots on vehicles.

Knifeparty
23-06-2015, 01:53
If regular marines had a Heavy Flamer option, I'd take that every time.

insectum7
23-06-2015, 02:13
How about the multi-melta on a tactical amrine or devastator? I hear very little about this weapon, neither positive nor negative remarks.

.T10

My Tacticals are usually close to the enemy, so the Multimelta works as a cheaper Lascannon. The AP 1 is always a nice bonus too. It was more often than not the heavy weapon for all my Tac squads before this new codex, but it's looking like I'll be taking mostly the Grav now, until I find some compelling reason not too.

Losing Command
23-06-2015, 02:25
If you have the Imperial Fists chapter tactics heavy bolters are definitely worth considering. The reason that I really dislike missile launchers at the moment are :

- It is just one shot, and has a completely different range and role than bolters. A combat squad standing around with just the missile launcher shooting isn't going to have much of an impact, if any.
- Against vehicles, missile launchers are close to pointless. 1 shot, so not enough quantity to strip hullpoints at a rate worth the points. AP 3, so also not the quality to have a decent chance of doing something meaningfull on the odd chance it scores a penetrating hit.
- Against infantery, unless your opponent is unattentive enough to bunch up his units, the blast is going to hit less models than a heavy bolter every time. And then it also has lower Str and worse AP...

Now against monsterous creature's missile launchers are often still a decent option, but outside of that I'd stick to other weapons. Heavy bolters are just anti-infantery just like the bolters of the other tactical squads, so no wasted shooting most of the time, and is cheap in points. Multi-meltas are cheap too, but also just one shot and a bit harder to set up with the range combined with it being a heavy weapon. Plasma cannons are as many points as the missile launcher, close to as flexible but better at almost everything (when it doesn't blow up in the face of the marine holding it) Lascannons while expensive at least have the chance of blowing up vehicles, and can wound almost all expensive models. Grav-cannons are the most expensive, have the most damage potential and work great alongside bolters, but with 24" range can require some time and thought to use effectively.

druchii
23-06-2015, 05:28
Combi-grav on the Sergeant, Grav Gun for a special and grav cannon for the heavy. It takes care of the really scary units out there (hi Wraithknights), and is pretty much better than anything else on a tac squad. Standing still, and popping the grav the tac squad puts out 11 shots (as long as their grav cannon is the same as the cent. devastators'), which hit 7-8 times, and will wound something like a WK 5-6 times. Not bad for a humble tac squad.

Marine armies can easily pack in tank busting in tons of different departments, and grav is just all around superior to most other weapons they can get access too (especially because it stacks up particularly well against the other really good armies around). Even if you have just two squads of them in the same load-out you're gonna be putting the hurt on almost anything scary that your opponent has.

d

Poncho160
23-06-2015, 05:46
I wouldn't normally include a heavy weapon, just because of the mobility issues. just special and combi weapons only.

Going to experiment with the new Grav Cannon option though.

The Marshel
23-06-2015, 06:39
How about the multi-melta on a tactical amrine or devastator? I hear very little about this weapon, neither positive nor negative remarks.

.T10

back when they were free, I actually really liked using MM in my tac squads. You never took them with the intention of actually using them, the idea was that they made a 12" no go bubble for tanks around your tac squad (and at 24" a s8 ap1 shot isn't something light tanks were keen on either)

These days its not so useful, but if you were going to try mm in a tac squad that'd be the only role they could really fill

Treadhead_1st
23-06-2015, 09:33
back when they were free, I actually really liked using MM in my tac squads. You never took them with the intention of actually using them, the idea was that they made a 12" no go bubble for tanks around your tac squad (and at 24" a s8 ap1 shot isn't something light tanks were keen on either)

These days its not so useful, but if you were going to try mm in a tac squad that'd be the only role they could really fill

I still take them for those reasons. I figure that if you end up only ever shooting infantry all game the absolute most you miss out on is 1 boltgun shot at 12". However, when you have one or two Multi-Meltas on squads that are aggressively taking-and-holding objectives then they can really screw with an opponent's willingness to move vehicles too close, which can be an important factor. Suits the squad's role when shooting at Monstrous Creatures or tough infantry too, and matches the range-bracket of the rest of the squad. Looking at the weapons in the same points-bracket they are definitely better than a Heavy Bolter for non-Fist marines, and I prefer them to Missile Launchers (you don't even have to be particularly close - they are effectively an AP1 Krak Missile at 24").

Furthermore, as a Salamanders player I have the option of taking a character that can twin-link them which massively increases their effectiveness...though thus far I have not really played with Vulkan and I am still happy enough with it.

It's also a hammer
23-06-2015, 09:58
I plan on having two all grav tactical squads (gun, canon and combi for the sarge) a flamer missile launcher combi flamer load out for two other tactical squads and my final two get lascannon plasma gun and combi plasma.

My two devastator squads then have an all plasma canon and an all heavy bolter load out

Morrslieb
23-06-2015, 12:17
Most of my Tac squads run Multi-/Combi-/melta in a rhino, couple of flamer/combiflamer/Multimeltas in drop pods and few spare plasmaguns/Plasmacannons/MLs. I'm planning to expand to 3 full squads of grav for my supposedly) highly advanced, adMech backed Steel Confessors chapter.

I am ashamed to admit I don't own any Razorbacks yet.

Snake Tortoise
23-06-2015, 16:27
Can regular SM not double up on special weapons when they have a unit of 10? Is that just a chaos thing?

If not I like the idea of combat squad-ing to have one unit of five with a heavy weapon sitting at the back of the board in cover, possibly near a static vehicle to discourage enemy units getting too near and/or near an objective they can run on to, then the remaining five taking special weapon/combi-special weapon riding in a rhino to get stuck in.

OTOH there are still four guys with bolters sitting at the back of the table potentially not doing much which is a shame. To get the most of your bolters (underrated in a time of jinking, cover and invulnerables that reduce the effectiveness of low AP shooting) it might be beneficial just to give them flamer/combi-flamer and put the entire unit in a rhino. Everyone knows how to kill space marines but ten power armoured bodies still requires a bit of effort to get rid of, and vehicles won't want to get too close to ten guys with krak grenades

WarsmithGarathor94
23-06-2015, 16:58
Can regular SM not double up on special weapons when they have a unit of 10? Is that just a chaos thing?

If not I like the idea of combat squad-ing to have one unit of five with a heavy weapon sitting at the back of the board in cover, possibly near a static vehicle to discourage enemy units getting too near and/or near an objective they can run on to, then the remaining five taking special weapon/combi-special weapon riding in a rhino to get stuck in.

OTOH there are still four guys with bolters sitting at the back of the table potentially not doing much which is a shame. To get the most of your bolters (underrated in a time of jinking, cover and invulnerables that reduce the effectiveness of low AP shooting) it might be beneficial just to give them flamer/combi-flamer and put the entire unit in a rhino. Everyone knows how to kill space marines but ten power armoured bodies still requires a bit of effort to get rid of, and vehicles won't want to get too close to ten guys with krak grenades

That's just a chaos and space wolf thing lol apparently on the wolves and Chaos have worked out It's best to give your tactual squads 2 Special weapons and much more effective than giving them one heavy and one special

AngryAngel
23-06-2015, 19:32
Honestly, the heavy weapons are somewhat poorly costed. Leaving you with really a no brainer choice at this point. ML's have been over costed for at least a couple of editions now. Heavy bolters end up a bit meh most of the time, multi meltas are good enough but very specific in their goals and lascannons are good for tank sniping, but with the free razorbacks in the formations might be better to run some of those and place your lascannons there. Where as the grav cannon being salvo can be useful on the move and does well vs problem units and high armor units and isn't completely crippled on the move if your tac squad is staying mobile, which is an issue most have with the heavies in a tac squad.

So basically, use a grav cannon and you should be safe for at least a couple of years.

Knifeparty
23-06-2015, 22:06
I didn't know that Tacticals now had access to a grav-cannon. That is the ONLY heavy weapon worth anything now IMO.

Snake Tortoise
23-06-2015, 22:12
It's hard to figure out if the heavy bolter is ever a good option. I'm looking for reasons to like them because they're cool looking guns

I can only asses them from a CSM perspective because I don't have the SM dex but I can't come up with much. On a unit of 10 one argument you could make is that a heavy bolter is equally as good (or you could say bad) as two rapid firing bolt guns at killing other space marines, with the advantage that the HB has much better range, AP4 and is cheaper than buying another guy to make a unit of 11. Of course, you don't get the extra man and the benefits that brings, and then give up that heavy/special weapon slot you could have used for something else... this is a tough one to sell :D

I think the only time I'd be happy taking a heavy bolter is in a unit of ten guys that sits in cover defending an objective, laying down anti infantry fire and generally just being an annoying unit for the opponent to deal with. I don't think it compares too badly with other heavy weapons in this case because shooting an anti tank gun like a lascannon at a vehicle means the rest of the unit do nothing that turn, and for anti infantry firepower it doesn't seem any worse than a frag missile or autocannon. I wouldn't say it's a good or bad gun in this situation

Knifeparty
23-06-2015, 22:55
It's an unfortunate thing about the HB. I love the look of it, I'm a huge fan of Dakka. I'd consider 3 centurions with HB and Hurricane Bolters to be ok, they can move and are decent at horde killing.

AngryAngel
23-06-2015, 23:45
I'd say the heavy bolter compares well with the ML just because the ML is over costed now. If it was cheaper by even 5 pts, I'd say the ML is better once more, and if the flakk upgrade wasn't woefully over expensive and kept that way forever it seems, it would be a better choice. The HB is a poor option as its rules are very dated, and while it is cheap, it also isn't very effective.

The multi melta is a specialist weapon that creates a threat zone around it, and that can be worth it.

The lascannon is the best anti armor sniper for long range the squad has.

The ML is versatile ( which I guess is what you pay through the nose )

The Heavy bolter is cheap and pretty much only anti infantry and very light vehicles.

Plasma cannon, same range as the heavy bolter, scares deep strikes, still high Str low ap for anti vehicle and heavy infantry and only 5 more points then a heavy bolter.

The Grav cannon is good on the move, low ap, works vs heavy infantry, weak vs hordes, moderate vs vehicles with the grav amp. ( I guess you could say its about as good vs vehicles as it is vs hordes but immobile results tend to be better then a wound or two with luck on a horde )

Taking in cost, Grav cannon is the best, ML is most versatile and not awful, but for the most versatility you pay 10 pts less then a grav cannon, 5 more then for a lascannon. Heavy bolter ends up 5 pts too expensive, I think both the ML and the heavy bolter could stand to drop 5 points.

If you really want the anti infantry, longer distance shock weapon, I'd take a plasma cannon. Grav cannon for most all my units that can take them and Lascannons if you want long distance anti armor weapons.

The centurions are nice enough at anti horde, but you can find anti horde anywhere else in the list, why would you spend so much money to buy a squad of cents to then give them equipment to handle a role handled easier or cheaper else where, like 2 heavy bolter equipped land speeders, bolters, storm talons, whirl winds, sternguard, just to name a few. Not bashing the idea, just offering food for thought for anyone reading this thread and on the fence.

Althenian Armourlost
23-06-2015, 23:54
I'd take the grav weapon. I'd take combi-grav/grav/heavy grav, despite the cost. why?

Space marines signature weapon now
Effective against everything apart from light infantry - but that's what bolters are for


Job done. It really is the best choice, and as an Eldar player I don't blame marines for spamming grav. I would too.

Perth
24-06-2015, 00:11
As mentioned above, Grav-Cannons are the new black. However, I'm not convinced on them being must haves, mostly because of the price tag, and also because Daemons, Guardsmen and Orks still exist.

I think I'll be sticking to my trusty loadout of 5 Marines with a Plasmagun in a Rhino, maybe sprinkling Melta Bombs and a Dozer Blade on top if I've got spare points. Keeps them cheap and lets me invest more points into other units which preform better than Tacs.

Tyberos
24-06-2015, 00:13
I currently have four Tactical squads and tend to dedicate them to specific roles.

Squad 1:
Flamer, missile launcher, combi-flamer

Squad 2:
Plasma gun, plasma cannon, combi-plasma

Squad 3:
Melta gun, multimelta, combi-melta

Squad 4:
Grav gun, grav cannon, combi-grav

As others have said, the heavy bolter isn't really worth it. The only real justifiable use for heavy bolters carried by marines is when you have four of them in a Devastator squad and are against hordes like Orks and Nids. In a typical Tactical squad if I'd rather just keep the marine armed with a boltgun than give him a havy bolter, as it will allow him to still fire twice when he moves.

Aluinn
24-06-2015, 05:24
The heavy bolter is a fair option because on the move, snap-firing, it isn't particularly worse than a bolter against infantry, which every other heavy weapon is (more on grav cannon later). I think it's also especially sound because it complements the basic weapons of the unit and really, combat-squadding down to have 5 Marines just shooting one heavy weapon at long range is a waste of points (that's what combat-squadded Devs are for).

A lot of the preceding comments seem to assume that the Tac Squad will never have to nor want to move and that's just not realistic in a real game. Grav guns and grav cannons have a major weakness in having 9" and 12" range on the move respectively, which is going to allow them to be picked off by gunlines before they can do anything in many cases (or they're a one-shot "wonder" in a drop pod, and not much a wonder against a lot of things). Realistically, Marines have to be more aggressive than most shooty armies which means, to get the most out of Tacs, they're gonna have to move. The heavy bolter is the best heavy weapon on the move overall; 'nuff said.

(Yes grav cannons are good on the move ... if you want to accept the range penalty of salvo weapons. It is a great weapon but not, IMO, unless you have Relentless--permanently or temporarily--or a larger quantity than a Tac Squad can bring. I've never seen grav guns perform especially well at all as opposed to, say, plasma guns, barring excellent rolls or opponents feeding them ideal targets foolishly. I've seen a fair few games where they never even get to fire a shot--Rhino gets blown up, Marines have to move around on foot; range becomes pathetic.)

TL;DR: Ideally, don't take something that's going to tempt you to waste your bolters, because you pay a fair few points for Marines with bolters, and they're not tough enough point-for-point to be used as completely expendable ablative wounds unless the payoff is greater (e.g. in Dev Squads where you have only a few serving that purpose at most, and they're protecting more value in heavy weapons).

Still Standing
24-06-2015, 09:57
People talk about taking a Multi-Melta as tank protection are missing the glaringly obvious flaw in that argument. The Multimelta had 1 shot, has to remain stationary, and has to penetrate. The Grav Cannon needs 2 6s (with rolls), is mobile, and can engage other targets effectively. I've not done the maths, but the Grav Cannon (with Amp) is probably better at anti-armour than any other weapon in the Marine arsenal.

Minsc
24-06-2015, 10:25
How are people running grav in their tactical squads?

5 with grav cannon + combigrav in a rhino?
10 with grav cannon + combigrav + gravgun in a rhino?
5 with grav + combigrav in a razorback?

I just did a quick count on how I've equipped my Tactical Marines;

9 meltaguns.
7 flamers.
3 plasmaguns.
1 gravgun.

9 missile launchers.
8 lascannons.
4 plasmacannons.
3 multimeltas.
2 heavy bolters.
0 gravcannons.

2 combimeltas.
2 combiflamers.
1 combiplasma.
1 combigrav.

Guess my Salamanders aren't really into flavour of the month. :p


I've not done the maths, but the Grav Cannon (with Amp) is probably better at anti-armour than any other weapon in the Marine arsenal.

Considering how much more expensive it is, the Grav Cannon should be the best weapon in the Marine arsenal. ;)
With that said, I'd pick a Lascannon over a Gravcannon when shooting at AV 10-12 targets any day. I've never had much luck with 6's.

Still Standing
24-06-2015, 11:30
I plan on running 1 Grav Cannon and 1 Grav Gun in a Drop Pod. If I can find a way to make Combi-Volkite Charger models for my 30k Marines then I'll run a Sgt with Combi-Grav too. 2 of those, 2 Devastator Squad with Grav Cannons, then 4 Deathstorm Drop Pods to make all my Grav arrive turn 1. That's a very mean alpha strike.

EDIT: I'm using my 30k Marines, so no Grav hence using Volkite as Grav.

Myytti666
24-06-2015, 11:34
How are people running grav in their tactical squads?


I have used two ten man squads equipped with plasma gun & grav-cannon in a Rhino. They are great at defending against drop pods and deep strikers by creating a 24" threat range by firing the grav-cannon from the top hatch while the other combat squads advances into rapid fire range on foot. The greatest advantage of the Grav cannon is that it's good against everything (except deep striking demons).

murgel2006
24-06-2015, 11:49
My Tactical Squads are always adapted to environment and expected opponent.
I actually go with a "fluffy" basic layout. Heavy bolter and plasma gun.
Then I think about the orders for each squad and change weapons according to need.

So I do not really have a standard loadout.

Except for the BA/DA/SW they get the typical options as base and then adapt. I try to keep the flavour though. BA always a flamer, DA always a plasma weapon etc.

AngryAngel
25-06-2015, 01:52
People talk about taking a Multi-Melta as tank protection are missing the glaringly obvious flaw in that argument. The Multimelta had 1 shot, has to remain stationary, and has to penetrate. The Grav Cannon needs 2 6s (with rolls), is mobile, and can engage other targets effectively. I've not done the maths, but the Grav Cannon (with Amp) is probably better at anti-armour than any other weapon in the Marine arsenal.

Which is why you see very few multi meltas around on tac marines, or devs in general. However, people haven't said using them is a great idea, but if they can stay stationary for a turn or two. They do make an opponent think twice before bringing a vehicle into position near them. I think most can agree multi meltas on tacs are a poor option, but for some the flavor simply suits them.

insectum7
25-06-2015, 02:42
Which is why you see very few multi meltas around on tac marines, or devs in general. However, people haven't said using them is a great idea, but if they can stay stationary for a turn or two. They do make an opponent think twice before bringing a vehicle into position near them. I think most can agree multi meltas on tacs are a poor option, but for some the flavor simply suits them.

They're my go to for a cheap option. They threaten ID against Characters, and they're the only Heavy to boast AP 1 which is makes it better than a Krak Missile against both heavy 2+ infantry and vehicles. It can also Snap Fire unlike the Heavy Plasma. If you're squads are in Drop Pods, or deployed forwards in a Rhino, the increased range of the Lascannon isn't super useful. If you're shy on points, the Multimelta has it's utility.


I have used two ten man squads equipped with plasma gun & grav-cannon in a Rhino. They are great at defending against drop pods and deep strikers by creating a 24" threat range by firing the grav-cannon from the top hatch while the other combat squads advances into rapid fire range on foot. The greatest advantage of the Grav cannon is that it's good against everything (except deep striking demons).

I've long used Grav + Combi Grav in a Rhino to provide a defensive bubble, but the Grav Cannon is a huge upgrade. Eight shots potentially re-rolling to hit and protected by the Rhino is a solid defensive unit.

Losing Command
25-06-2015, 05:16
I try to equip my tactical squads for anti-infantery (because bolters) and rely on the squad's plasmagun and krak grenades to deal with vehicles. Plasmaguns if in a rhino (grav guns only have 9" range when moved, way to short) and as the heavy weapon either a heavy bolter or plasma cannon, which is usually parked in a combat squad on an objective on my side of the board or near things like devastators or thunderfire cannons.
If a suicide melta-drop squad is needed 5 tacticals go in a drop pod with meltagun + combi-melta.
I also regularly equip the veteran sergants (I always take veteran sergants, had just one to many units run off the board failing a Ld. test of 8 with a roll of 9) with a power weapon or fist, as this makes the unit a very large threat to a lot of units in CC, and allows them to hold their own against average melee units. Having Pedro Kantor in your army does make that less of a gamble though, having sergants with as many attacks as a captain when he is near can be plain brutal :D

Asher
25-06-2015, 19:58
I don't understand how the heavy bolter was not made into a salvo weapon.

Anyway, I'll echo the Gravgun/Meltagun and Gravcannon setup.

ehlijen
26-06-2015, 00:16
I don't understand how the heavy bolter was not made into a salvo weapon.

Anyway, I'll echo the Gravgun/Meltagun and Gravcannon setup.

Some last attempt to keep the 'heavy' part of heavy weapon intact?

Even as a salvo weapon, few would want the HB. There are just too many things in the game it can't hurt at all.

gitburna
26-06-2015, 06:09
There are a lot of codexes to update if you decide to make the heavybolter a salvo weapon...that said, the change to dreadnoughts had to start somewhere too...
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Arthanor
27-06-2015, 03:08
Does the analysis change much when considering 5 men squad? As a BT player resigned to finally upgrading to a new codex, I can use most of the Gladius detachment, but the tac squads leave me a bit puzzled as to what to do with them. I don't own pods so thinking something like this.

5 men:
melta + combi-melta & meltabombs in storm raven (hot drop and hope to melt something or land shoot assault if needed, then contest or claim)
plasma + combi-plasma in rhino (drive around and take potshots)
Heavy bolter ("forget about me" squad, force grounding tests)

Assault squad would be flamers + melta bomb, devastators probably plasma cannons. The Ad. Mech. hasn't shared grav tech with my crusade yet ;P

Freman Bloodglaive
27-06-2015, 07:41
Bikes. They should be equipped with bikes.