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With the new command squad sprues giving all kinds of flexibility in the modelling of our company officers, a solid understanding of their role is going to be required. While all the bits and pieces might make a cool-looking model, I want to know beforehand what the head honcho's really supposed to be doing before I start sticking a powerfist on him.
With the new orders system, isn't the CO's role primarily providing direction to other squads? That would mean keeping him simply and efficiently equipped, and supported by a mobile team intended to stay out of harm's way.
Is there another role for the CO that I'm missing? I really can't see kitting his team out for CC, even though it might be one of the most powerful squads available.
I was helping a friend update his old lists and I, for the life of me, could not find any upgrades which really appealed to me.
As far as I am concerned they are just for giving orders and if they have to fight then you have probably run out of guys to give orders to and are facing defeat regardless!
So I would equip them with Vox and Master of Ordnance.
Primarily used for orders which the vox (almost) ensures and if they get to stand still then you get a Basilisk shot anywhere on the board!
Interesting to hear what other people have in mind. I imagine probably something to help their survivability such as Camo, Carapace or Medic.
"But courage which goes against military expediency is stupidity..."
You've got it. Keep the Company Officers basic and cheap so you can spend more points on advisors, transport, and special weapons. You can either sit back and shout at your men, or drive up and get in the enemy's face in support of a mech list.
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I personally run the officer with a plasma pistol and let everyone else get plasma guns too. The officer has enough wounds to take 1 or 2 from over heat and the chances are you'll kill one plasma gunner for every volley you fire.
Not to mention you can give them the order to force the enemy to re-roll successful cover saves. Meaning you can still stand behind your infantry screen while getting a 4+ cover save.
"Hard pounding, gentlemen: but we shall see who can pound the longest."
Arthur Wellesley, Duke of Wellington
Since the CCO has better orders, can give more, and has a larger radius to give them from his primary role appears to be staying alive to give those orders. I'm planning to put them in a Chimera (mobility, safety, and an even larger order radius) with a standard and vox. If I had some spare points I might invest in a medic for added survivability and / or a flamer for some teeth in the shooting phase.
Yeah he would be most useful just sanding there, or sitting in a chimea issuing orders with a vox, some other upgrades could let his unit put out some damage but keep their cost down.
I'm thinking of just a basic squad only upgrades being a chimera, vox and master od ordance would be good for my army, everyone but the officer can even fire out the top hatch! That little lot would be 165 points if the squad has a flag and the chimera has a stubber.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11