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The new IG codex gives us the option to take a large number of special characters via squad upgrades. The great thing about this is that not only does it allow for many interesting abilities, but these are not Independent Characters and therefore do not inflate our KP
In the Platoon Department we have both Chenkov and Al'Rahem. Both can kick out 2 orders at 12" (a nice upgrade) and both have some interesting tricks.
Al'Rahem makes his entire platoon outflank. This gives the potential for a HUGE force to outflank (mounted infantry, HWS, conscripts ect).
Personally, I think a his platoon should not be inflated too much. We need to maintain a large force on the table and if we outflank with too many units, we reduce our effective shooting in the first couple turns.
PCS and 2-3 infantry squads, perhaps either armed with Plasmaguns or even meltaguns (so as to be able to threaten side armor). His unique order that allows for a squad to shoot then Run! after shooting allows for some potential Hit n Run tactics. Moving up to rapidfire, then running back into cover (or out of LOS). In addition, his order makes no mention that the squad can not assault, so you could order a squad to shoot, then move d6" and then assault (obviously baring the use of any rapidfire/heavy weapons). This could possibly warrant the usage of krak/melta grenades, as you could move, melta, run, assault enemy armor. In addition, Autocannons should be considered in the squads as you could fire your heavyweapons, them Run! the squads in the shooting phase (either towards or away) and then shoot your heavyweapons again next turn. This effectively gives the squad "Slow and Purposeful", letting them move d6" and still shoot heavy weapons.
It also needs to be noted that Al'Rahem's Orders also include Bring It Down! This is HUGE considering that his squad is outflanking. Give them Autocannons and unleash some TL shots on side armor Also, Al'Rahem has the potential to insta kill characters with his powersword, however S3 is not exactly reliable in putting on wounds.
I feel the possibilities that Al'Rahem gives are vast and his price is not so high as to make him too expensive. However, since he can only give 2 orders, I think limiting his platoon to 25man unmounted (with AC/plasma), is the best bet. It will be interesting to mix some Penal Squads into the mix, they could run support for the Platoon (which could act has a moving firebase).
Chenkov is also a very interesting option. He is cheaper than Al'Rahem, costing only 15 more points than a Commissar (this is important to note).
Chenkov has an ability that gives every unit withing 12" Stubborn. This is very interesting, when combined with a CCS w/ a Standard, this basically gives every squad in 12" a "commissar" like effect. Basically every squad would be Stubborn and have a reroll. I feel the Chenkov would make an excellent support to a firebase.
In a KP mission you could merge your infantry squads in your firebase and have the effect of a commissar in all your squads in your firebase.
In objective missions you could keep your squads separate but use Chenkov to form a barrier of stubborn units that will bog your opponent down as they try to cut through them to get to your objective.
In addition, Chenkov also has the Order Get Back in the Fight! (auto rally), a nice order that usually only CCS has.
It also needs to be noted that Chenkov can upgrade Conscripts squads to be able to be removed from play, and brought back (full strength) in the next turn from the table edge. However, it is an expensive upgrade, and I personally think that you are better off (outside of APOC) in simply buying more infantry squads.
Anyone try out these commanders yet? Anyone have any other ideas?
Last edited by BoxANT; April 20th, 2009 at 06:56.
Hmmm BoxANT you have some really good points there. I may consider Al'Rahem and a platoon outfitted as you suggest. Rep for you.
Lets go massacre something
I am a sexy shoeless god of war!
Hmm, excellent thought out plans.
Might have to try out both. Have no Commissars models (I sold my old 2nd Edition ones with my Catachan army) so Chekov might be very useful
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
One problem with Chenkov (and Straken) is that he's part of a weak 5-man squad, whereas the Commissars get to stay safely inside a large merged infantry mob.
However, you can hide them out of LOS, behind terrain/tanks, or put them inside a chimera.
I find it unwise to put heavy weapons (also MoO) in command squads. Most of the time (especially with CCS) I am moving into LOS of the enemy during my turn so that i can order BiD! FomT! to my squads, then I run the CCS back out of LOS (to avoid enemy retaliation).
As for the Commissar being *in* the squad and therefore safer, this is also very true. But the benefit of Chenkov is the ability to give Stubborn to *multiple* units. It's a trade off, we'll see if it is worth while
I really like those special characters and think they add a lot of character to any guard army. I've been thinking about a Al'Rahem with a 4 foot squads platoon or 2 mech squads. If they're on foot I'm going to equip them with flamers and melta and autocannons and missile launchers. I bring the heavy weapons so that if they end up on the wrong board edge they can still lay down some firepower. The mech squads will come with meltas and the chimeras with heavy flamer/heavy bolter combo.
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
The problem with Al'Rahem is that you have no option but to outflank. I like having the choice, as a canny opponent can prepare for it, and if they bring something to disrupt your reserves (Emperor forbid, a Master of the Fleet), it hurts. And even when you do come in, heavy weapons can't fire and you're still running a bunch of BS3 guardsmen. Mounting a couple infantry squads in Chimeras is probably your best bet, but normal infantry don't readily lend themselves to great sweeping manouvers that keep their big guns silent.
Chenkov looks good, but stubborn is a double-edged sword. Sure you can tie the enemy down, but why do you want to? Let them wipe out a unit, now they're in the open with nowhere to go. Light them up. Stubborn isn't bad for KP missions, but it can hurt against uber units like Nob Bikers. Recycling Conscripts is novel, but you already have plenty of scoring units. They do make an excellent bait unit to draw enemy assaulters out.
Their biggest weaknesses are high cost and running in a 5 man squad of T3 chumps. They have potential, but I think you can spend the points better (I dunno, maybe Vets and vehicles ).
True that, don't get ==Me== started on Fearless (DW player = :angryface: )
Funny how in 5th edition rules that keep your men alive and fighting the longest are the least beneficial. Grimdark indeed.
Last edited by ==Me==; April 21st, 2009 at 16:03.
I do admit that some of these characters do have appeal, however, if your regular games are around 1,500pts they don't appeal that much you simply can't look past the price tag for what they do.