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Sorry if this has been asked already....
I have questions concerning a conscript platoon.
If I add a commissiar to the conscript platoon can he do his "Summary Execution" to keep them from fleeing?
I would assume no as it says in the rules the commissar will execute the officer or sergeant leading the squad - but I don't get any options to add a sergeant to the conscript squad - can he just execute a normal conscript soldier?
Taking that one step further- if the commissiar can execute a normal conscript to stop the platoon from fleeing - could he keep doing it on future turns?
As it says in the rules that the commissar takes command after you execute I'm just not sure
Thanks guys in advance for your help...
He kills a regular soldier after he has killed the sergant/ J.O/ whatever, so yes, you can kill a regular conscript to stop retreating, and yes, he can do it for as man turns as you have conscripts left...
Yes, it shouldn't be allowed really, but it is, take that termies!
that is sooo cool!!!!
with the new 5th ed rules, this combo isn't really effective. in order to get a commissar onto a conscript platoon, you either have to take independent commissars or take 3 or more due to the advisor rule.
The following is only if you took the "Independent Commissars" doctrine
with the new independent character rules and close combat rules in general, theres always gonna be a guaruntee that your commissar will be in close combat. this prevents all the non-sense in 4th that allowed your commissars to stay out of combat while all your conscripts fought in cc. therefore, the opposing unit in cc can now target the commissar, since the new character and assault rules force characters to move into assault first provided the closest model has already made base to base contact. The rulebook explains this as heroes would never cower behind screens of their own men. Now, the enemy can effectively kill the commissar (imho, its only decent in close combat). If the conscripts lose cc and the commissar is dead, they probably will fail their leadership test provided an officer isn't nearby to boost their leadership.
If you didn't take the independent commissars doctrine, commissars do not count as independent characters, merely upgrade characters part of the squad. I say you need 3 because of the adviser rule, which makes you put a commissar on each officer squad (JO, SO, HSO) before you can start attaching them to infantry squads. In my opinion, this isn't very point effective as a giant conscript unit will probably get mauled badly in cc, but will auto-pass leadership tests at the expense of a member, provided it survives the charge.
Last edited by bladeofdeath3; July 16th, 2008 at 12:34.
I thought of using them as basically meat shields or to take objectives...
I'm a big fan of Commissars so I usually run with 3 or four anyway as a HQ choice - but I have not read the new 40k rules cover to cover so that bit about the Independent Commissar was very useful - basically if I want conscripts I'll have to forget Independent Commissars and keep them as advisors - thanks mate
Once the commissar executes a model, he takes over the leadership of the squad, and "the unit uses his leadership while he lives".
So yeah, sorry buddy, and sorry everyone else who thought it was cool, but the execution thing only works once.
Still kinda neat though...
You are of course completely correct about the rest, however - according to the new rule on page 49 of the BRB, you have to move independant characters FIRST when doing the whole counter attack thing, so yeah - your commissar is toast!
Just do what I've been doing all along, keep an officer and a standard nearby. Those conscripts aint going to be running anytime soon anyway.
Last edited by Cadaver Junkie; July 16th, 2008 at 13:10.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
I conceived a plan which uses conscripts as a walking wall to provide your entire guard army which are infantry 3+ cover saves. The conscripts do not get a commissar as you want them to break/die due to the new consolidation rules. The enemy can no longer consolidate into your models, they must stay 1" away. So in short, the conscripts are a big line in the front. You put everything else behind them. You have to have camoleoline cloaks and chem inhalers, otherwise, the conscripts are gonna run real fast. Make sure your HSO squad (with attached commissar ) is within 12" so they can use his leadership. when the enemy charges it (trust me, they will) and kills it, then you have squads behind it ready to pulverise the culprits using lots of las and plasma.
More in-depth overview: http://www.librarium-online.com/foru...ript-wall.html
*EDIT* ah, i didn't know that the normal guard squad was called an "Infantry Squad." If i haven't said it before, i am a space marine player who was looking at the rules for guard. anyway, that is good to know. Now my cheesy guard friend cant attach commissars to conscripts unless he buys independent. thanks for the info.
Last edited by bladeofdeath3; July 16th, 2008 at 13:16.
double post, sorry