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I've played a few games now since I got my BT army (about 2000 points basic) and I was looking into the Command Squad for my Marshal. Since he's geared up for CC (power Weapon, Bolt Pistol 2+ Armour) I put him with a nice big CC geared Initiate/Neophyte squad all armed with Bolt Pistols and CC weapons. With the Emperor's Champion also attached and having "Aceept the Challenege"as his vow it's clearly a pretty dangerous squad when in range.
I was going to try to give the Marshall a command squad since there's a few tricks such a thing allows that the generic Initiate squad does not. Question I have is is it worth it to do so? First thing I was interested in was that the squad can be given Furious Charge, Counter-Attack and Infiltrate, all very useful options. Chances are I'd take furious Charge.
I am also intruiged by the Chapter Standard Banner which grants Counter Attack.
There's so many goodthings about it, only problems I see being how quickly the points cost would escalate and that I also cannot attach the Chmpion to the same squad.
Any suggestions of a good CC Command Squad setup, assuming that it's worth taking at all? As it stands I have done very well without a Command Squad, but I like to mess about with the army list every so often.The rest of my army goes something like this:
3x 10 Initiates with Bolters
1x 10 Initiates with CC weapons and Bolt Pistols
At least one marine with each of the special/Heavy weapon options
2x Dreadnoughts with multi-melta and Storm bolter DCCW
1x Land Raider Crusader.
Well, from what I see.... a command squad tooled out for CC would be good for you, possibly one to throw into the Landraider? However, I think you could benefit from just spending points on one more CC Squad, maybe a 13 or 14 man squad.
However, it seems like the enemy might easily outgun you.... I think you should replace some bolter squads with some CC squads.
Sorry for the tangent. Given your current list, a tooled up command squad would give you a nasty CC bite but it seems like you'd be putting all your eggs in one basket (Or one landraider as it seems.) Enemy blows up your LR and your troops are slogging across the battlefield... along with your E. Champ who has been slogging with the smaller squad. Basically you're marching at a firing line with only two squads.
I'd say playtest the command squad and see how they work... if they don't work, consider retooling your list.
Best of luck to you with your new Templars!
Having seen firsthand how deadly a Templars squad is when geared out for CC I can't help but agree with you. I only made them Bolter Marines because I had two sets of Black Reach Marines, the other squad was my fault. I made them up before I actually played so I wouldn't have a bunch of bases running about (Like most of my Neophytes still are)!
I've been doing a little reasearch now and I have a quick question. How many power weapons can I at max have in the squad? I see that the Company Fighting Champion can have one, as can the seargent if I give him the Terminator Honours. The Marshal is armed with one too. Is there anyone else who can get one?
i know this is old BUT still seems relevent
if you take a command squad and you give the sergent terminator honors you can then give everyone else in the squad terminator honors aswell which allows them to take anything from the armory
im assuming this means you could give a standard bearer or an apothecary or any other number of initiates (whether specialist or not) power weapons
A good command squad is very expensive points wise, and often times will be subject to being shot at alot before they get into combat. If you plan on using your command squad, plan on spending alot of points for their equipment and their transport. Heres a hard hitting unit to use.
Give the sergeant terminator honors, and upgrade the squad with terminator honors, and then give the sergeant, apothecary, standard bearer and upgrade one veteran to a fighting company champion with all power weapons, you then have a unit that has 3 attacks base, and 4 on the charge with re-rolls on missed hits if you take the vow. I would take seven marines, 4 of them upgraded as seen above and the other 3 give at least two melta guns and the other just swings away with his normal attacks. From here you have to give them a landraider because they need to get into the face of the enemy and charge once they are close enough, i wouldnt let this unit out in the open to long, and always have a unit to support it.
As far as running your EC with your marshal, I would have him stick with the crusader squads just to boost their CC power, I tend to spread my HQ out over my force so im not sticking all my HQ in the same unit, which could lead to bad things.
But one last thing, I never run a command squad in anything that isnt a 2k point game. Otherwise they are just a points sink.
Marshal+Command Squad w/ BP/PW and termie honors+ LRC =
"Brothers! You carry his word as the burning torch in your hearts! With that flame you shall walk into the darkness and we will destroy it!" Marshal Gorgon at the battle of Hive Kalwan
i have a command squad in my 1k BT list but it's a real point sink (about 320 for 6 models ) and is probably a bad idea but.. my BT army is made of models i already had because im too broke to build another army