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I was wondering what, if any, were the pros and cons, when taking the heavy fire support troop choice(s), when deciding whether to put them into your HQ slot versus your Heavy Support slot?
"When Blood Speaks, Shadows Answer."
Heavy Weapons Squads on the HQ Command Platon:
1 - You can have 5 Squads of Heavy Weapons in the Command Platoon, that you need to use for the minimun of 1 HQ anyway.
2 - You can save to use Heavy Support Slots for a very important part of your army, the Ordenance Weapons, that give to us our artillery advantege.
3 - You can save the need of buying a Junior Officer Command Squad for the Heavy Weapons Platon of 3 Heavy Weapons Squad.
1 - You are limited to 2 of the same type of Squad in the HQ. Ie. 2 Anti-Tank Squads, 2 Anti-Infantry Squads or 2 Mortar Squada.
Aside of save points and Heavy Support Units Slots, these is just a matter of taste. Because once they are deployed they dont need to keep any distance bettwen the Squads of the same Platoon. In fact they dont need to enter in the same place or in the same way, only at the same time.
Last edited by mareo; June 22nd, 2008 at 10:47.
mareo covered most of it, but I'll add one more thing. A small benefit of hvy support platoons is that they are another unit drop as far as deployment goes which can help you react to the enemy's deployment pattern. It's not usually a game changing advantage though it is useful sometimes because guard often have fewer selections to deploy.
"...and thee shall know the Emperor's might when thy enemies fall before thy guns. No crude Orkish blade can pierce thy anointed armor, nor any twisted alien resist the sting of thy sword." ~Major Kaelen Rhodes
Yep - mareo pretty much hit the nail on the head. I don't think that there is a terribly good reason to buy a Heavy Weapon platoon. Unless of course, you wanted to play an extremely infantry-heavy army. Assuming you don't - the poits you save totally balance out any negative aspects, in my experience.
Of course - don't let me tell you how it's done! I worked that one out by trial and error, but as we will almost certainly have different playing styles, you may arrive at a completely different conclusion!
I agree with Rhoaran, deploy Heavy Weapons Squads after, your oponent deploy Heavy Support, Troops and Elite Units, is a clear advantage. Like the Sentinels Infiltrator rule.
yes, bout to say it, but he beat me to it XD(rep for u)
yea you get more, for 1 slot that you already need to fill, you dont set it up first, what else do u need?
you can set it up judging by what your opponent set up where
Hellhounds are good tanks
Satan - "**** you Kage! And **** you Jables! I'll get you Tenacious DDDDdddddddeeeeee!!!!!!"
I like taking anti-tank as part of the HQ Squad. While it is sometimes advantageous to delay deploying something like a Basilisk or a Demolisher until after a Land Raider (with its nasty dual twin linked LCs) has been placed, for example, I find that being able to place those Sharpshooters 3 lascannon squads (I use two generally) after all the armour is placed is a wonderful thing. Since it is rare to have multiple AV14 vehicles that don't at least have a reduced side armour, these 6 can generally assure me turn after turn of shooting at the target, right from the get go.
Although, today I learned the power of whirlwinds and their ability to hurt my Lascannon squads... especially Dark Angels Castellan missiles... ouch.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065