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How about someone making a more specialized competitive builds list, with Command Squads, both company and platoon style. Like which would be the best for standing back and giving orders, for going out and wreaking havoc, or a little of both. I would be enthusiastic to hear what you guys have to say.
How do you eat an elephant? One bite at a time.
Aggressive command, that spins it's wheels ( mobilty ) and packs a punch ( melta and plasma guns )
well for CCS. 3xplasma guns wit a regimental standard and a chimera with HB hull and ML pintle mount.
Great for standing back and for MC killing. Add in astropath if you want reserves in early and carapace armour over cloacks incase you have over heating plasma guns in 1500 poitns ro more.
Then 4x melta guns with chimeras as described above for the PCS.
Your cheap veteran melta gun squad.
I play Mechanised so I tend to run a CCS with 3-4x Plasma Guns mounted in a Chimer with HF/ML.150-165pts for something that will be more or less guaranteed to put a real dent in a MC ^^
They are not meant to be issuing Orders allt he time, but once in a while you cna squeeze on in (except for of course the Bring It Down you throw on theese guys as soon as the go MC/Transport killing ^^
My PCS i've been running with 3-4 Flamers mounted in a Chimera. Cheap at 105pts, and with the Standard HF/ML on the Chimera they can wreck some serious flamy havoc. Been contemplating echanging the flamers for Grenae Launchers though...
Then there is of course as stated above the standard Melta-XCS (X=P/C) in a Chimera, which work quite well, but I do prefer having the Meltas on a unit of Veterans...
-"Oh God, this is going to take a while..."
*Leaves the fluff hat at the door*
Really depends what you want from this unit.
In Mech it's basically just another veteran unit. So by taking lots Special weapons like Melta/Plasma and even G-Launchers makes it pretty nasty. You need nothing else.
In a Gunline?? All you need is an Autocannon and a Flag, and maybe a vox too. If you spend to many points on this unit it becomes a fire magnet and tends to die very very quickly. Camo cloaks or not. Keep the unit cheap and if you can find the points, and fluff lets you, take 2 of them to double up on orders and add a bit of redundancy.
Counter Assault? Lets be honest. Guard don't do well in combat. You're better off just buying some bigger guns to make sure your opponent dies far away. Having said that PCS with 4 Flamers or a CCS with 4 Flamers and a Character with a Powerfist usually works well for me.
As Lord Borak said, in mech it's another set of special weapons, foot has cheap orders, a vox and a BS4 heavy weapon (camo optional), and for combat you've got Straken.
Advisors are a big part of command squads too:
-Astropaths I consider extremely useful and always fit in. You never know when you'll want to hold units in reserve, and it gets even better when they outflank.
-Fleet Officers I find to be more of a benefit to your opponent. Generally if they hold units in reserve it is to avoid your firepower and use their surprise show up to inflict as much damage as possible to cripple you or make life easier for their objective grabbers. Giving you less time to shoot them and helping them come in more reliably isn't worth screwing with outflankers.
-The Master of Ordnance is fun, but he forces your CCS to be static and his weapon, for all the hype is wildly inaccurate.
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