Unit Review: Tactical Squads
What are WE doing out of the case? |
So, when Games Workshop dropped the cost of a Tactical Squad to 140 points, I didn't initially think much of it. However, I was invited to be a guest on the Path To Redemption blog, one of the hosts (Heath) asked me what I thought of it. I admitted I hadn't, and then I had to stop and think about it, and I realized at 140 points, Tac Squads could have some play.
Broadly speaking, we put units in our armies for two reasons - to kill things and to exist in particular spaces on the table - often not where we need to put the units killing things. At the very least, we need one unit to sit on a backfield objective, and we're likely to want cheap units doing other things - scoring Cleanse, Deploy Homers, Engage on all Fronts, Behind Enemy Lines, and so on. 140 points would be kind of pricey for one unit to do that, but the Combat Squads rule really makes a Tactical Squad two 70 point units. That's only 5 points more than a Scout Squad. Admittedly, Scouts have some groovy rules, but Tac Squads are more durable, and they have a not-inconsiderable list of wargear options.
There are a few options |
As a point of comparison, here's the existing-in-a-space contingent from my most recent list before the points update, and what it looks like afterwards with a Tac Squad included.
Before
Assault Intercessor Squad
Inceptor Squad
Scout Squad
After
Tactical Squad
Scout Squad
Scout Squad
It doesn't look like a big change until you remember that the Tactical Squad represents two 5-man squads, so it's a whole additional unit. The 5 Tactical Marines with bolters can sit on my homefield objective as well as the Assault Intercessors, and in place of the Inceptors I can have Tac Marines toting the aforementioned meltagun, multimelta, plasma pistol, and power fist. Granted, the Inceptor Squad has superior ability to exist in a space, but I think that's more than mitigated by being able to get an additional unit for the points, especially with one of them being a Scout Squad, who have their own exist-in-spaces shenanigans.
So, the takeaway from this is to not sleep on Tactical Squads. Sometimes, a unit's most important quality is how efficiently it can exist in a space, and Tac Squads can do that on a budget. I think we might actually be seeing these veterans of edition past show up on tables for a last hurrah.
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