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  1. #1
    Senior Member Draake's Avatar
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    Command Squad Kit

    Hey all - I have a command squad sprue in front of me, and was wondering what the best all rounder options for those 2 extra vets in the squad are. I see a lot of 1 vet with just bolter, the other with a plasma gun - I am leaning towards 1 vet with the plasma gun, the other with powerfist/bolt pistol. Plasma pistols are looking very expensive ><. I have all the bits available to use any option described in the codex. What are your opinions - and more importantly, why is that so?


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    LO Zealot Tsele's Avatar
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    When I take the Command Squad I usually take the two extra with bolters. The reason behind that is simple. In shooting, and given the fact you won't make the saves, you will have to remove models. I prefer to remove the bolter ones as the other are more important.

    In the same situation I couldn't imagine what I would do if I had Standard Bearer, Apothecary, Company Champion, Captain, one SM with plasma and one with bolter and if I had to allocate 2 wounds I wouldn't know who I would remove...
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    I tend to gear my Command Squad (when I find the points to crowbar them in) geared for close combat, as I hate wasting the awesome WS and I of the commander himself. I'd most likely take at least one Meltagun just so I have a gun with decent punch to shoot with then charge in and hack things up, or be on tank-busting duty when needed. A powerfist would definitely be my option for one of the veterans, just in case I charge/get charged by one of those super-tough eldar/DE units.
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    Senior Member darby5's Avatar
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    I agree with Tsele. It is nice to have some models to lose.

    I was tempted to give one a storm shield just to put that lascannon (and like weapons) shot on someone aside from the leader (iron halo) or champion (combat shield).

    I don't think the leader is protected in CC since he can leave the command squad so the enemy will probably focus all his attacks on him once in an assault.

  6. #5
    Senior Member Draake's Avatar
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    I see the logic in assigning deadly wounds to expendable characters, but I am really considering fully kitting out my squad. When they get into CC, the extra points paid could really pay off, could they not?

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    I agree with your desire to kit them out, as i have done so to mine. what i did was gave the 2 untitled members of the squad melta guns and i run them in a razorback for a unit that can pop any tank and get stuck in as quickly as possible. good for taking on transposts and charging their cargo afterword.
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    I'm a fan of giving them all power weapons/fists and bikes. Longer range, extra toughness, good CC punch. If I've got extra points, I like the Storm Shield for the invuln.
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    In a command squad I rarely run a standard bearer unless its 2k+ mainly because I find I usually don't need the reroll in smaller games and I rarely use the champion.

    I normally run a flamer, a powerfist and a guy with 2x LC that leaves me with one bolt pistol/ccw marine and the apothecary. My line squads are usually the ones geared for shooting so my command squad is usually always assault oriented.
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  10. #9
    Senior Member Draake's Avatar
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    Thanks for all your replies guys. I think what I'll do is buy another tact squad, and use all my leftover parts (melta guns, plasma guns, heavy weapons, powerfists etc) on the entire squad (with a couple of bolters left over probably), thus creating a unit of reserve marines which I can switch into any squad as the mission/opponent requires - meaning I will deck this command squad out!

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