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Buffing command squad, basically no offensive capability but very good at buffing your army
Moblile shooty, runs around buffing and shooting
Stationary shooty, master of ordinance and anything else that can add firepower
Close combat command weapons flamer or two, and melee weapons around
I wish to have a company command squad that can deal enough damage to carry its cost, im not sure which type i should use, a assaulty command squad, a stationary shooty command squad, or a mobile command squad so i can bolster units with orders while fighting in the middle of the fray
i plan on having a medic and carapace armor on the squad, unless i go with stationary
Last edited by Dakka,Dakka,Dakka; September 1st, 2009 at 04:22.
Hellhounds are good tanks
Satan - "**** you Kage! And **** you Jables! I'll get you Tenacious DDDDdddddddeeeeee!!!!!!"
I was thinking of going with something like this...
Company Command Squad
7 Unit Members @ 245 points
Including: Colonel Straken, Bodyguards (2)
Dedicated Transport: Chimera
So its sort of an assaulty/mobile commandy squad that can take alot of damage before going down... it costs alot but since straken is basically a grey knight justicar (and with fnp and 2 bodyguards he will be like a terminator) and he gives furious charge and counter attack to everyone within order range you could make a nasty mess of anything that decides your guard units look like nice targets for close combat.
I plan on running a siliar HQ for my grey knights list (so think, grey knights and gk termies with furious charge, orders and counter attack) backed up with ig tanks..
At 1500 I use a basic CCS with a Chimera, ML and Hull HF. I give them 4 Grenade Launchers. These are cheap, can shoot out the hatch, threaten low armor and hordes. I use the Order on them if I really have a good shot at back armor, or on another squad since I keep them close.
At 1750 I run the same but 4 Plasmas. With the Order, this unit is deadly. They can wreck armor up to 12 easily, they won't overheat hardly ever and they can drop a Carnifex or Prince in one turn easily. They're basically awesome. :]
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It really depends on 2 things. What the theme of your army is and what the rest of your force is lacking.
In a Mech list Maxing out on Special Weapons is the Way to go. Special weapons will vary depending on what you've equiped the Vets with.
All Infantry i prefer to go pretty cheap, use the orders but don't make them to expensive as they just become to much of a target. A vox, Standard and a couple of G-Launchers works for me.
Close Combat isn't something Guard do well. However the CCS is probably the best unit we've got at it. Carapace armour and a Medic mean they're pretty hard to take down by non power weapon equiped troopers. Chucking a power fist on the Commander and maybe a few Flamers it becomes quite a nice little unit for finishing off the last remenants of a unit the guns haven't killed. Plus Straken can be quite useful to have kicking about especially if you're doing a hoard list.
The CCS has your army's general, not your army's Champion of the Emperor. His job is leadership. Just because most other armies confuse combat prowess with rank doesn't mean the Imperial Guard should. It just isn't our style. If you want damage dealing, take the Primaris Psyker. He has a very nice shooty attack AND the only force weapon in the Codex, all for a reasonable cost. And he's fully mechanized list-compatible!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I use my CCS for close protection for my Infantry. Should some Termies or other nasties pop up right beside my infantry line to beat up the CCS and tie the shooting up my command squad just steps up and blasts thenasties away. With three BS4 plasma guns they can kill anyhing.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
Run them in a chimera, throw 4 special weapons (preferably flamers or meltas). Use them as a response unit. Let them sit back, the chimera should be getting cover and take pop shots at things with its multilaser. Give it a nice vantage point in your army so you can let the orders flow. The chimera also keeps you 5 squishy models safe from enemy fire. Once something gets close you can run up and hit it with 4 flamers and a heavy flamer from the chimera, or perhaps pop that land raider that dumped a load of terminators at your doorstep.
Joe Peshi (lone wolf) kill tally:Lash Sorcerer, Ghazkull, Yriel, Termi Libby, Vulkan.
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
i do keep mine generally cheap, though not barren.
ccs and pcs alike generally have just a mix of either 2 grenade launchers or flamers per, as well as voxes since i spam a large amount of orders in my list. but the ccs's themselves can add up a little once flags, advisors, and camo (sometimes) get added in.
mainly, they're all there just to support/buff/order the infantry squads so the less threatening they are the better, though most opponents already consider them high priority enough as is with those orders of theirs.
If you're staying stationary, 2 sniper rifles + heavy bolter/autocannon isn't that expensive. 4 sniper rifles can also be amusing.