Good morning. Thanks for the video. Personally I use blood angel tactical squads, units of 10 marines with a lieutenant and a Sanguinian priest. I find them excellent at keeping an objective: they have OC2, can retreat, throw a grenade for 1 pc, always fire with their heavy and special weapon, then charge with the blood angel bonus. With 3 attacks by figures of strength 6 PA-1 that makes a good saturation, in addition to the special weapons of the lieutenant and the sergeant. Their feel no pain at 5+ on their 2 hp also makes them surprisingly resistant. With the Librarian Dreadnought there is a very nice combination to make with the Razorback Devastators. We start with the onboard devastators, we disembark them and move them 12 inch from the dreadnought which will be able to TP them to the top of a ruin at the end of the movement phase. The razorback moves and fires at the same target, which allows devastators at height to benefit from the diving shot (bonus of 1 to AP) in addition to rerolling wounds. The icing on the cake: in the next turn they are already high up, have not moved and even if they lose the wound reroll they will gain the ignore covers rule by maintaining the diving shot. There is also Captain Tycho in BloodAngel who is capable of transforming a tactical squad into a mini devastator squad. His rule allows him to give rapid fire, assault or heavy fire to all the weapons in his unit. Thus a laser cannon will double its shots at short range; same thing the sergeant's pistol. Tycho also has the blood hyme, an incredibly effective weapon against infantry which is only strength 4, but devastating wound, anti infantry 4+, damage 2 and fusion 2! In rapid fire at 12 inch he makes 3 attacks in 2+ devastating wounds 4+ damage 4 on the infantry! Enough to take out 1 or 2 terminators alone per shooting phase. If we touch him (no need for him to lose a HP to activate his second ability), he becomes a melee brute with 12 attacks in 2+ Strength 6 in charge PA-1 damage 2. The icing on the cake: he has a native 2+ save in addition to its 4+ invul sav, which makes it quite resistant casually; All this for just 75 points.
Way back in 3rd the SM codex allowed “custom chapter rules.” One of which was (iirc) 4 heavy weapons per tac squad, but all of them had to all be the same weapon, and no special weapon. I think it was set up so you had to pick a pair of heavy weapons (heavy bolter & missile launcher or las and plas cannons) and those were the only two any infantry in your entire army could take. Maybe that was a negative trait to offset the benefits I picked? You could also get a +1 attack when charged as another custom rule. I don’t remember if it was part of those rules, or something to do with a particular captain or librarian trait thing, but I dimly remember there was some version of allowing tactical squads to count as scouts/infiltrators or for some other reason deploy forward as long as they were in cover. 1x Jump Chaplain 3x 10 man Assault w/ melta bomb 1x Captain- Combi Bolter and Power Sword 1x Librarian 1x Command Squad (banner, what ever else was standard/fit with wanting to shoot infantry) + Apothecary 4x 10 man Tactical w/ 4x heavy bolter. 3x 5 man Devastators with 4x missile launchers. I think I added like 1 extra marine to each Dev squad, or maybe reduced a few squads by 1 to fit a 5 man scout. All I know is it came to exactly 100 marines, 40 of which had that edition’s version of forward deployment, and 31 could start in reserves. I routinely had more models than every Guard, Ork, and Nid player in my area. I really loved that list. It played exactly how all the lore and stories said it should: the strength and valor of just Space Marines. I’m pretty sure even my sergeants had bolters and I didn’t take a single piece of fancy armor or wargear or anything in the army. Everyone had a 3+ and what ever they came with by default. Almost every game was super simple hammer and anvil. Gun line deploys in cover forward, bang bang, assault drop in where ever seems good. That army also had my all time favorite game of 40k: Played this chaos cultist or w/e guy who fielded two huge blobs of I guess just cultists, maybe some small daemons (he never painted it and it was primed super dark red so it’s just a blob in my memory). His whole army was centered on some gimmick of get into melee and trigger what ever the biggest daemon they had access to back then was. He bragged about it endlessly and was a jerk about it. Everyone who had played him said it just wasn’t fun. We set up, I roll to go first. It’s one of the only games I didn’t reserve my assault troops. Jump them forward so their pistols are just barely in range. Entire army unloads into his blobs. Set off the max negative modifier on his leadership checks. He falls back off the board edge by about 1 inch. Point out that meant the entire unit retreats-not just the few that’re over the back edge. Turn 1, round 1 tabled 100% of his army. A victory that I’ll never forget. There is just something wonderful about 100 simple Marines doing Marine things.
I used to do something similar. But the Iron hands detachment and all Lascannons. The ability to have either 1 hit/wound/damage re-roll for every unit was extremely powerful
I've had massive success with: Firestorm Detatchment Lieutenant + Apothecary Tactical Squad with Power Fist, Plasma Pistol, double Plasmaguns Rhino Ignoring the Combat Squads rule. For Devastators, load em with nothing but Lascannons for cheap AT. If you're fighting hordes, I give sergeants Power Swords + Storm Bolters. Gravgun + Grav Cannon is a great combo as well, but the lack of anti-monster sucks on them (I fight monsters more than vehicles).
Way back in 3rd the SM codex allowed “custom chapter rules.” One of which was (iirc) 4 heavy weapons per tac squad, but all of them had to all be the same weapon, and no special weapon. I think it was set up so you had to pick a pair of heavy weapons (heavy bolter & missile launcher or las and plas cannons) and those were the only two any infantry in your entire army could take. You could also get a +1 attack when charged as another custom rule. I don’t remember if it was part of those rules, or something to do with a particular captain or librarian trait thing, but I dimly remember there was some version of allowing tactical squads to count as scouts/infiltrators or for some other reason deploy forward as long as they were in cover. 1x Jump Chaplain 3x 10 man Assault w/ melta bomb 1x Captain- Combi Bolter and Power Sword 1x Librarian 1x Command Squad (banner, what ever else was standard/fit with wanting to shoot infantry) + Apothecary 4x 10 man Tactical w/ 4x heavy bolter. 3x 5 man Devastators with 4x missile launchers. I think I added like 1 extra marine to each Dev squad. All I know is it came to exactly 100 marines, 40 of which had that edition’s version of forward deployment, and 31 could start in reserves. I routinely had more models than every Guard, Ork, and Nid player in my area. I really loved that list. It played exactly how all the lore and stories said it should: the strength and valor of just Space Marines. I’m pretty sure even my sergeants had bolters and I didn’t take a single piece of fancy armor or wargear or anything in the army. Everyone had a 3+ and what ever they came with by default. Almost every game was super simple hammer and anvil. Gun line deploys in cover forward, bang bang, assault drop in where ever seems good. That army also had my all time favorite game of 40k: Played this chaos cultist or w/e guy who fielded two huge blobs of I guess just cultists, maybe some small daemons (he never painted it and it was primed super dark red so it’s just a blob in my memory). His whole army was centered on some gimmick of get into melee and trigger what ever the biggest daemon they had access to back then was. He bragged about it endlessly and was a jerk about it. Everyone who had played him said it just wasn’t fun. We set up, I roll to go first. It’s one of the only games I didn’t reserve my assault troops. Jump them forward so their pistols are just barely in range. Entire army unloads into his blobs. Set off the max negative modifier on his leadership checks. He falls back off the board edge by about 1 inch. Point out that meant the entire unit retreats-not just the few that’re over the back edge. Turn 1, round 1 tabled 100% of his army. A victory that I’ll never forget. There is just something wonderful about 100 simple Marines doing Marine things.
Just love these lists which try to make the most out of a "fluff" idea. Would love to see more videos of thus kind. For example an Imperial Fists themed list or White Scars themed list.
Yeah, not having access to Razorbacks and Rhinos for Primaris is a bit annoying. The same thing can be said the other way around. I'd Love to put a 5-man devastator squad with 4 multimeltas in the Impulsor with firing deck 6. Alas you need to have the Tacticus keyword to be able to do that so... That's a no go :(
Reckon spamming base kill teams might be a laugh. In 10 man squads you can get 4 heavy thunder hammers and give the rest storm shields and long vigil melee weapons for free.
Trevy you've now made me realise my opponent was misplaying the Rapid Embarkation stratagem against me in Round 5 of my last GT. He was disembarking and reembarking Infernus marines back into his Redeemer same turn. I lost that game by like 2 points 🥲
I have a list where I bring as many Primaris crusaders squads as possible like 120 marines before characters and use the advance and charge detachment that the squad has additional rules of reroll charges and advances and those black templars get wheels and black tide my enemies
One list that came to mind is themed on a Blood Angels primaris company. Captain w/ Company Heroes in an Impulsor w/ comms array: command squad w/ command vehicle 6x10 Assault Intercessors: battleline 2x10 Jump Intercessors: assault 2x6 Aggressors: devastator
Ive got 60 tac marines in my list for Warhammer Retreat. Very, very different list, but if you want to talk firstborn meme lists at the end of the month, ill be there.
I wish tactical marines could (a) still fall back and charge and (b) either had ap-1 bolters OR bolters with heavy/assault keywords. They'd be OK then 😊
Hhh try with "iron hands" tactical crusaders squads with undercover captain helbrekt and its actually competitive hhh, you may even be able to get extra devastator unit and good assault squads on foot. Funny enough helbrekt unit using mercy is weakness strat will have 5+ sustain in combat hhh (on his like 12 attacs)
@@TacticalTortoise lemme explain myself :) . For years I was running 5 man tactical squads with lascannon&reroll. It must be salamanders first, then iron hands. Now all of the sudden one must play black templars to field them again... If GW mix and match rules, players should be forgiven hhhh. Luckly its only a matter of freehand cross on a pad to take an iron hand for a crusade.... hhh But seriously, I posted bc a lot of ppl are thinking how to play with all the tactical marines they already bought, save few $ and still being able to compete... Its really good that you get a take on this topic
As someone with 60+ tac marines this is exciting
I second this statement!
Heresy or 40k?
40k
Good morning. Thanks for the video. Personally I use blood angel tactical squads, units of 10 marines with a lieutenant and a Sanguinian priest. I find them excellent at keeping an objective: they have OC2, can retreat, throw a grenade for 1 pc, always fire with their heavy and special weapon, then charge with the blood angel bonus. With 3 attacks by figures of strength 6 PA-1 that makes a good saturation, in addition to the special weapons of the lieutenant and the sergeant. Their feel no pain at 5+ on their 2 hp also makes them surprisingly resistant. With the Librarian Dreadnought there is a very nice combination to make with the Razorback Devastators. We start with the onboard devastators, we disembark them and move them 12 inch from the dreadnought which will be able to TP them to the top of a ruin at the end of the movement phase. The razorback moves and fires at the same target, which allows devastators at height to benefit from the diving shot (bonus of 1 to AP) in addition to rerolling wounds. The icing on the cake: in the next turn they are already high up, have not moved and even if they lose the wound reroll they will gain the ignore covers rule by maintaining the diving shot. There is also Captain Tycho in BloodAngel who is capable of transforming a tactical squad into a mini devastator squad. His rule allows him to give rapid fire, assault or heavy fire to all the weapons in his unit. Thus a laser cannon will double its shots at short range; same thing the sergeant's pistol. Tycho also has the blood hyme, an incredibly effective weapon against infantry which is only strength 4, but devastating wound, anti infantry 4+, damage 2 and fusion 2! In rapid fire at 12 inch he makes 3 attacks in 2+ devastating wounds 4+ damage 4 on the infantry! Enough to take out 1 or 2 terminators alone per shooting phase. If we touch him (no need for him to lose a HP to activate his second ability), he becomes a melee brute with 12 attacks in 2+ Strength 6 in charge PA-1 damage 2. The icing on the cake: he has a native 2+ save in addition to its 4+ invul sav, which makes it quite resistant casually; All this for just 75 points.
An example of: "Quantity has its own Quality."
As a nid Player I Support that
Way back in 3rd the SM codex allowed “custom chapter rules.” One of which was (iirc) 4 heavy weapons per tac squad, but all of them had to all be the same weapon, and no special weapon. I think it was set up so you had to pick a pair of heavy weapons (heavy bolter & missile launcher or las and plas cannons) and those were the only two any infantry in your entire army could take. Maybe that was a negative trait to offset the benefits I picked?
You could also get a +1 attack when charged as another custom rule.
I don’t remember if it was part of those rules, or something to do with a particular captain or librarian trait thing, but I dimly remember there was some version of allowing tactical squads to count as scouts/infiltrators or for some other reason deploy forward as long as they were in cover.
1x Jump Chaplain
3x 10 man Assault w/ melta bomb
1x Captain- Combi Bolter and Power Sword
1x Librarian
1x Command Squad (banner, what ever else was standard/fit with wanting to shoot infantry) + Apothecary
4x 10 man Tactical w/ 4x heavy bolter.
3x 5 man Devastators with 4x missile launchers.
I think I added like 1 extra marine to each Dev squad, or maybe reduced a few squads by 1 to fit a 5 man scout. All I know is it came to exactly 100 marines, 40 of which had that edition’s version of forward deployment, and 31 could start in reserves.
I routinely had more models than every Guard, Ork, and Nid player in my area. I really loved that list. It played exactly how all the lore and stories said it should: the strength and valor of just Space Marines.
I’m pretty sure even my sergeants had bolters and I didn’t take a single piece of fancy armor or wargear or anything in the army. Everyone had a 3+ and what ever they came with by default.
Almost every game was super simple hammer and anvil. Gun line deploys in cover forward, bang bang, assault drop in where ever seems good.
That army also had my all time favorite game of 40k: Played this chaos cultist or w/e guy who fielded two huge blobs of I guess just cultists, maybe some small daemons (he never painted it and it was primed super dark red so it’s just a blob in my memory).
His whole army was centered on some gimmick of get into melee and trigger what ever the biggest daemon they had access to back then was. He bragged about it endlessly and was a jerk about it. Everyone who had played him said it just wasn’t fun.
We set up, I roll to go first. It’s one of the only games I didn’t reserve my assault troops. Jump them forward so their pistols are just barely in range.
Entire army unloads into his blobs. Set off the max negative modifier on his leadership checks. He falls back off the board edge by about 1 inch. Point out that meant the entire unit retreats-not just the few that’re over the back edge.
Turn 1, round 1 tabled 100% of his army. A victory that I’ll never forget.
There is just something wonderful about 100 simple Marines doing Marine things.
I used to do something similar. But the Iron hands detachment and all Lascannons. The ability to have either 1 hit/wound/damage re-roll for every unit was extremely powerful
Can tac marines take lascannons?
@@LordCrate-du8zm Yes. You can take one heavy and one special at least. The default loadout is usually a flamer and missile launcher.
I've had massive success with:
Firestorm Detatchment
Lieutenant + Apothecary
Tactical Squad with Power Fist, Plasma Pistol, double Plasmaguns
Rhino
Ignoring the Combat Squads rule.
For Devastators, load em with nothing but Lascannons for cheap AT.
If you're fighting hordes, I give sergeants Power Swords + Storm Bolters. Gravgun + Grav Cannon is a great combo as well, but the lack of anti-monster sucks on them (I fight monsters more than vehicles).
This is how i wanna run marine army lol love it
Ive found tac marines in a razorback has performed really well in iron storm spearhead
Way back in 3rd the SM codex allowed “custom chapter rules.” One of which was (iirc) 4 heavy weapons per tac squad, but all of them had to all be the same weapon, and no special weapon. I think it was set up so you had to pick a pair of heavy weapons (heavy bolter & missile launcher or las and plas cannons) and those were the only two any infantry in your entire army could take.
You could also get a +1 attack when charged as another custom rule.
I don’t remember if it was part of those rules, or something to do with a particular captain or librarian trait thing, but I dimly remember there was some version of allowing tactical squads to count as scouts/infiltrators or for some other reason deploy forward as long as they were in cover.
1x Jump Chaplain
3x 10 man Assault w/ melta bomb
1x Captain- Combi Bolter and Power Sword
1x Librarian
1x Command Squad (banner, what ever else was standard/fit with wanting to shoot infantry) + Apothecary
4x 10 man Tactical w/ 4x heavy bolter.
3x 5 man Devastators with 4x missile launchers.
I think I added like 1 extra marine to each Dev squad. All I know is it came to exactly 100 marines, 40 of which had that edition’s version of forward deployment, and 31 could start in reserves.
I routinely had more models than every Guard, Ork, and Nid player in my area. I really loved that list. It played exactly how all the lore and stories said it should: the strength and valor of just Space Marines.
I’m pretty sure even my sergeants had bolters and I didn’t take a single piece of fancy armor or wargear or anything in the army. Everyone had a 3+ and what ever they came with by default.
Almost every game was super simple hammer and anvil. Gun line deploys in cover forward, bang bang, assault drop in where ever seems good.
That army also had my all time favorite game of 40k: Played this chaos cultist or w/e guy who fielded two huge blobs of I guess just cultists, maybe some small daemons (he never painted it and it was primed super dark red so it’s just a blob in my memory).
His whole army was centered on some gimmick of get into melee and trigger what ever the biggest daemon they had access to back then was. He bragged about it endlessly and was a jerk about it. Everyone who had played him said it just wasn’t fun.
We set up, I roll to go first. It’s one of the only games I didn’t reserve my assault troops. Jump them forward so their pistols are just barely in range.
Entire army unloads into his blobs. Set off the max negative modifier on his leadership checks. He falls back off the board edge by about 1 inch. Point out that meant the entire unit retreats-not just the few that’re over the back edge.
Turn 1, round 1 tabled 100% of his army. A victory that I’ll never forget.
There is just something wonderful about 100 simple Marines doing Marine things.
New 140 cost is nice. Here's my silly list.
Dark Angels: As The Primarch Intended, Firestorm,
Lion El'Jonson, Jump Captain, Librarian
6x10 Tactial Squads
1x10 Assault Intercessors (Librarian)
1x10 Jump Assault Intercessors (Captain)
2x10 Devestator Squads
Just love these lists which try to make the most out of a "fluff" idea.
Would love to see more videos of thus kind. For example an Imperial Fists themed list or White Scars themed list.
This idea is unfathomably based
The Nostalgia that this list gives me is absolutely incredible!
One of my opponents kept making fun of how my units would've been 30 years old xD
[Loyalist Alpha Legion ideas intensify]
It is a hell of a lot of SM bodies and tanks on the board which is a lot of fun!
i love this makes me wish they put out an updated primaries battle company picture i think i will try for a fun game a battle company list
Yeah, not having access to Razorbacks and Rhinos for Primaris is a bit annoying. The same thing can be said the other way around. I'd Love to put a 5-man devastator squad with 4 multimeltas in the Impulsor with firing deck 6. Alas you need to have the Tacticus keyword to be able to do that so... That's a no go :(
AMAZING...now make deathwatch work...
It's on the docket
Reckon spamming base kill teams might be a laugh. In 10 man squads you can get 4 heavy thunder hammers and give the rest storm shields and long vigil melee weapons for free.
Trevy you've now made me realise my opponent was misplaying the Rapid Embarkation stratagem against me in Round 5 of my last GT. He was disembarking and reembarking Infernus marines back into his Redeemer same turn. I lost that game by like 2 points 🥲
That strat would be so busted if it worked that way holy shit xD
Sorry you got misplayed on :(
@@TacticalTortoise The guy was lovely and it was 100% unintentional on his part but damn man I wondered why it was so difficult to interact with.
I put a Lt & Capt in a 10man tactical coming out of a rhino. It was killer fun.
I have a list where I bring as many Primaris crusaders squads as possible like 120 marines before characters and use the advance and charge detachment that the squad has additional rules of reroll charges and advances and those black templars get wheels and black tide my enemies
Hi, how did you made that rectangular measuring with your transport ? i always get measuring from the center of the model on TTS 😢
I've shelved my space marines for most of 10th edition. maybe it's time to try them out. i mostly have first born units.
One list that came to mind is themed on a Blood Angels primaris company.
Captain w/ Company Heroes in an Impulsor w/ comms array: command squad w/ command vehicle
6x10 Assault Intercessors: battleline
2x10 Jump Intercessors: assault
2x6 Aggressors: devastator
8:52 how do you remove and readd all the walls again in TTS?
What dark magic is this?
Ive got 60 tac marines in my list for Warhammer Retreat. Very, very different list, but if you want to talk firstborn meme lists at the end of the month, ill be there.
What is that software please?
Black Templars Crusader Squads of 10 is 150 and they can ge equipped with chainswords 🤔
Tac Sgt's cant legally take inferno pistols.
New Recruit allows them to; could be an error I guess 🤷
I wish tactical marines could (a) still fall back and charge and (b) either had ap-1 bolters OR bolters with heavy/assault keywords. They'd be OK then 😊
Can someone please site the ability to use combat squads. This isnt a thing as far as i can tell?
We're making it our of 7th edition qith this one
YES
Hhh try with "iron hands" tactical crusaders squads with undercover captain helbrekt and its actually competitive hhh, you may even be able to get extra devastator unit and good assault squads on foot. Funny enough helbrekt unit using mercy is weakness strat will have 5+ sustain in combat hhh (on his like 12 attacs)
It's true; Crusader Squads are situationally just better Tactical Squads
...but that wasn't the point of the video 🤣
@@TacticalTortoise lemme explain myself :) . For years I was running 5 man tactical squads with lascannon&reroll. It must be salamanders first, then iron hands. Now all of the sudden one must play black templars to field them again... If GW mix and match rules, players should be forgiven hhhh.
Luckly its only a matter of freehand cross on a pad to take an iron hand for a crusade.... hhh
But seriously, I posted bc a lot of ppl are thinking how to play with all the tactical marines they already bought, save few $ and still being able to compete...
Its really good that you get a take on this topic
I love it
As a hater of primaris this is grand
My man, don't let the meme haters hold you back!
Release the memelord again!
Incredible lol
Tatical squads can still get stuff done I still use mine all the time. Hate the primaris troops so damn boring. My Sons of Medusa wll stay firstborn
Gigachad
Add a comment...🎉
100+ tactical/devastators/assault marine's 🎉
Really wish they didn't get rid of all the good marine rules
yeah it sucks
now all Marines have left are their *very* good rules :(
@@TacticalTortoise was supposed to be minis lol
First
first... born?