Command Squad Characters? - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 15
  1. #1
    Rex
    Rex is offline
    Senior Member Rex's Avatar
    Join Date
    Dec 2003
    Location
    Växjö (Sweden)
    Age
    32
    Posts
    512
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    16 (x2)

    Do you use command squad characters when playing. This includes the standard bearer, techmarine and apothecary. I've heard it's good to just give them powerweapons and throw them in, but with 1 attack each??


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member
    Join Date
    May 2004
    Location
    Liverpool
    Posts
    312
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    1 basic attack, yes. Give them all two cc weapons/cc weapon and pistol and the number of attacks goes up. Make at least one cc weapon a power weapon and they are better considerably. Give them all their special items, and suddenly you get to ignore 1 failed armour save a turn, 1 to hit roll a turn, +1 to the Space Marines combat resolution, more victory points (sometimes), An extra power fist attack and the ability to repair immobilised vehicles. Plus the models look cool. So yeah, I find it pretty good to use them. Then either charge up right up to the enemy, or hide them behind cover to make a last stand against remaining enemies. My Techmarine once singlehandedly eliminated 4 Terminators before the final one (in fact the final model on the table) killed him. Though that was probably just lucky dice rolling.
    Golden Fists:
    W/L/D
    0/3/1

    Ravenwing: list made, now just to buy all the stuff on it (why do bikes have to be so expensive?)

  4. #3
    Member
    Join Date
    Sep 2003
    Location
    On Holy Terra
    Posts
    249
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    2 (x1)

    I would be more likly to take them in a Raven Gaurd force:

    Force Commander - 166
    Jump Pack
    Master-Crafted Lightning Claw (Pair)
    Term. Honours
    Artificer Armour
    Melta Bombs
    Frag Grenades

    Command Squad - 335 (All w/ Jump Packs & Frag Grenades)
    1 Vet. Sgt. w/ Lightning Claws (Pair)
    3 Vet. Marines w/ Lightning Claws (Pair)
    3 Vet. Marines w/ Bolters

    It's kind of expensive but can dish out a serious whoppin' to the nastiest of enemies.

    I might use something similar in a Blood Angels army.


    Upon furthur reflection however, the following set-up makes more sense, as it provides some serious firepower that is also very mobile(in addition to being more cost effective points-per-man)

    Force Commander - 106
    Storm Bolter
    Plasma Pistol
    Jump Pack
    Melta Bombs
    Frag Grenades

    Command Squad - 346 (All w/ Jump Packs & Frag Grenades)
    1 Sgt. w/ Bolter
    4 Vet. Marines w/ Bolters
    2 Vet. Marines w/ Heavy Bolters
    1 Apothecary w/ Storm Bolter and Plasma Pistol
    1 Techmarine w/ Storm Bolter, Plasma Pistol and Signum

  5. #4
    Member
    Join Date
    Jul 2004
    Location
    Calgary
    Posts
    43
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Originally posted by YoungStonewall@Sep 8 2004, 12:24
    Command Squad - 346 (All w/ Jump Packs & Frag Grenades)
    2 Vet. Marines w/ Heavy Bolters
    [snapback]209839[/snapback]
    jump packs with heavey bolters...?

  6. #5
    Member
    Join Date
    Sep 2003
    Location
    On Holy Terra
    Posts
    249
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    2 (x1)

    Nowhere in any rules or FAQs can I find anything that says that models with Jump Packs are not allowed to carry Heavy Weapons. Why should the Dark Eldar be the only ones to have flying Devastators?

  7. #6
    Senior Member
    Join Date
    May 2004
    Location
    Liverpool
    Posts
    312
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Yes but command squads that have the option of hving jump packs can't have heavy bolters, and vice versa. Jump packs are only available to be chosen by ICs, which techmarines, etc. aren't, and even if they were ICs then they still have to pick their weapons from the SM armoury, and I think you'll find that there no heavy weapons in the armoury.
    Golden Fists:
    W/L/D
    0/3/1

    Ravenwing: list made, now just to buy all the stuff on it (why do bikes have to be so expensive?)

  8. #7
    LO Zealot Kirasu's Avatar
    Join Date
    Dec 2003
    Location
    Pittsburgh, PA
    Age
    35
    Posts
    1,521
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    47 (x4)

    Not all command squads can take jump packs either. It's just a few of the assault oriented armies and they have very different command squads that don't allow heavy weapons

    Remember you can detach medics and techmarines, I use medics at times but never techmarines since they are overpriced

  9. #8
    Tomb King medic_4077's Avatar
    Join Date
    Dec 2003
    Location
    Calgary
    Age
    45
    Posts
    671
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    42 (x2)

    I can only field 2500pts of Ultramarines (fully loaded with War Gear) and a fully tricked out Command Squad is just too expensive since they all have Power Fists. (having 5 powerfists in one squad and something like 20 attacks on the charge tends to draw a lot of fire). So I usually only take one or two specials (apothacary or standard bearer).
    The two times I took the fully loaded Command Squad they were demolished in 2 turns by a Talos (who charged them and killed 6 in the first turn) and nickel and dimed to death by Wytches.
    War Record Since Sept 2005
    Old Codex 48-20-9 Dark Eldar
    New Codex 1-0-0 Dark Eldar

  10. #9
    Member birdy147's Avatar
    Join Date
    Mar 2004
    Posts
    182
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Originally posted by Venge@Sep 9 2004, 23:37
    jump packs with heavey bolters...?
    [snapback]210661[/snapback]
    I think it is legal. But I think it is rather beardy, cheesy, unfluffy whatever you want to call it.
    All members of a ravenguard command squad can have lightning claws and termie honours.
    So a monster of a command squad would be.
    FC with 2 LC, Iron halo, termie honours JP-150pts
    9 bodyguard w/ jump packs IC and termie honours- 612pts?
    vet sarge ^^^ ditto^^^ -70pts
    Giving you a grand total of 832pts#
    That is one fat ass can of whoopass you could open on someone.
    If it got that far in one piece that is ^_^

    Point cost may not be right as i don't codex or WD to hand.
    TTFN
    We strike like lightning, fast and deadly


    In the shadows you will only find death

  11. #10
    Junior Member phoenixhazard's Avatar
    Join Date
    Sep 2004
    Posts
    10
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    If you play Dark Angels, the Standard Bearer is WELL worth it. Techmarine is good for anyone, and the apocrathy sux.

+ Reply to Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts