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Heres my question, what is an ideal equipment loadout for a few Independant Commissars in an army composed almost wholly of infiltrators (with the exception of two Armored Fist Squads and two Leman Russ Tanks)? And to help anyone else out there, whats a good kit for a Commissar in general?
For a regular commissar, power fists are good as they're not independant characters and therefore can't be singled out in combat before they get to strike.
However for an independant commissar, you're probably better off with a power weapon. it's so cheap in points its kind of silly not to give him one. Other than that, there's not much point in giving him much else, perhaps a storm bolter if you've got the points.
If I've replied, i've probably used Italics...
www.goodbyeboltgun.blogspot.com - Some of my stuff.
I'm pretty darn sure the only way you can include infiltrating commissars is if they are not independant characters. Sorry bud.
But, as this is the case, I would recommend powerfists. None of them will be independant characters, so they can swing away with their oversized hams without a care in the world! (until every friendly around them gets turned to fresh compost, anyway).
Last edited by Cadaver Junkie; March 20th, 2008 at 01:05. Reason: Man, if I ever write a book, I'll need to hire an editor to look over my shoulder the whole bloody time. Dagnammit!
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
I use mine with a powersword and bolt pistol. I also have the model with the powerfist (I enjoyed painting it so very much) but its just not worth the extra 15 points to have the extra 3 strength, I find.
Like Cadavre Junkie said, Independent Commisars can not infiltrate.
Independent commisars I would give a power weapon and maybe a storm bolter as Age suggested.
In fact, I would kit a regular Commisar exactly the same.
It's worth a krak!
However I'd give your morale HQ squads Storm bolters and Power swords,
Your CC squads bolt Pistol, Power swords (don't forget frags) and maybe carapace
Your shooty ones Storm Bolters, and nada (but why? why shooty?)
The way of looking at this really is if its independant/attached.
If independant what are you doing with him? If attached what's the squads use?
If you're getting independants to add LD as you see fit, with the additional use of detaching and chargeing I'd do bolt pistol and power sword (with frag grenades) - the squad he was with can fire as he moves off, he charges (charged squad wraps around him, and should kill him opponents turn - then moves D6", hopefully in their turn, to be shot at again by the squad in yours.
If it's a hidden LD bonus to your standard (or vox, depending on the argument - let's not start that again - not even "just one thing to say" i'd give him a bolter - Cheap as chips and for that one turn of defensive shooting (within 12") same as a S/Bltr at 5th of cost.
Compared to what his statline is i'd go CC capable - that extra attack is always good, even over a S/Bltr:
Pw Sw & Bl pis vs St Bltr =
S/Bltr gets 1x more S4 attack on the way in, opponent normally gets armour/cover save. Power sword gets 1x more S3 attack in melee, with no save. If 1st turn of combat survived, an additional attack in opponents turn.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Last edited by Plasma Catcher; March 20th, 2008 at 17:22.
It's worth a krak!