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Hello, I just managed to grab a Cadian Battle Force and wanted to know what's generally more useful from the CCS kit.
I really like the banners, and the medic kits but I don't know if they're actually worth the points.... any tips would be really appreciated!
4 grenade launchers and a chimera and give them an advisor depending on your plans.
I have an infantry list so I use them for Orders with Creed most of the time. So my upgrades will usually be Creed or a plain Company Commander, Regimental Standard, Vox, sometimes an Astropath and Camo cloaks if there's lose points.
It really depends on the rest of your list though. My set-up would be a waste if you're running Chimera heavy.
Without knowing what you play though, Regimental standards are usually a great upgrade. Re-rolls are always good. Medics can be good, but I haven't tried them. I usually see them when the person is using a full host of Plasma guns. Otherwise it's probably too expensive since anything S6 and above ignores the FNP.
However, a few good possibilities are:
Commander, 4x Plasma
Advantages: Lots of high AP shots, makes best use of BS4
Disadvantages: Expensive, highly specialised, likely to lose a few men to overheating
Commander, 3x Plasma, Medic
Advantages: Nearly as shooty, much more survivable
Disadvantages: Even more expensive
Commander, Banner, Vox, Lascannon
Advantages: An anchor for a gunline (i.e. mostly infantry) army; BS4 makes good use of valuable lascannon shot
Disadvantages: Lascannon is overcosted; unit relies on use of orders so inapplicable to mechanised or highly mobile forces
Commander, Banner, Vox, Mortar
Advantages: A better anchor for a gunline ; mortar allows the CCS to stay in cover but still contribute shots
Disadvantages: Doesn't use BS4; still inapplicable to mechanised or highly mobile forces
Commander, 4x Flamer
Advantages: A very strong counter-assault unit, cheap
Disadvantages: Not very punchy in close combat; no ranged contribution
Commander, 4x Grenade Launcher
Advantages: Capable against swarm armies or tough enemies/light vehicles, can contribute out to 24" even on the move, cheap
Disadvantages: Poor against 3+ Sv
Soo generally you don't see many medics ... hmm oh well i'll just model the banner and medic for the looks i guess and get meltaguns later on.Ohh btw, if any moderators sees this, please delete my other post! Accidentally double posted cuz of lag.
Cuz I'm running a pretty mobile list.... probably end up going with x4 Meltas in a chimera.
Tho what about the Commander? should I keep him simple or load him up with some gear?
Power Weapon - if you're planning to get into combat, denying saves is always a good plan, and it's fairly good value at the price. A bodyguard, to ensure he gets the chance to strike, can be valuable, although generally if you need this, you should be avoiding combat anyway.
Power Fist - only 50% more expensive than the PW, and lets you strike at double Strength. Given that your initiative is pretty low, and you'll be likely to go second anyway, striking on I=1 isn't a huge loss.
Melta Bombs - reasonable for a flamer-heavy squad to give a second purpose as tank hunters. However, these are cheap, and you get the level of certainty and redundancy that you pay for.
Bolt Pistol - if you play that points limits are +/- 5 from the agreed total, this isn't a bad way to spend a small number of points once you've sorted out everything else. Although it's against board rules to post exact points values, it's not a huge secret to say that most Guard options are either somethingty-five, or a round somethingty point, and this is one of the few exceptions, at less than 5 points. It's like a laspistol but better in every way.
Last edited by Lavallin; June 3rd, 2010 at 21:06. Reason: spelling
I'm probably just repeating what these other fine gents have already said but I'm going to ramble on anyway.
If you're doing a Mechanised list then the best outfit is to load up on Special weapons. 4 Plasma, Melta or G-Launchers is a nice safe bet and you can't go wrong picking them. Snipers are generally pants so steer clear of them. Flamers are fine but you can have a Hull H-Flamer on the Chimera so you don't need them.
As for other upgrades don't worry about them. You really don't want to be gettign out of your Chimera so upgrades like Medics, Carapace and power weapons are a waste. Keep things simple, Keep things cheap and you can't go wrong.
Having said all that advice I have to say I don't follow any of it. My CCS in Chimera has 2 Plasma guns, Carapace and the boss man has Melta bombs, a Power weapon and a Plasma pistol and it has always, always done me proud.
I'm a big advocate of making their BS4 work for you. Grenade Launchers or Meltaguns, most of the time for me.
About 10% of the time, I'll take Plasma Guns + medic, but that's very very rare.
Most importantly, always in a chimera.
Oddly I field 2 CCS even at 1Kpt.
The one at the back with the platoon sitting on 'my' objectives is an oders machine:
CC-boltgun, Regimental standard, Vox & Auto-cannon + Astropath (1.5Kpt+ army)
The one in the Chimera, advancing down the field to assault their artillery & objectives, with the 2 Veteran Chimelta squads:
CC-boltgun, Regimental standard, Vox, others often not upgraded.
Not much help probably but always wanted to switch all lasguns for laspistols, silly but they would have a very different look, potentially it coild even save them for attack as the Chimelta vets would be so much more effective.
I like the 4 Meltas in a Vendetta for some nice outflanking tank popping action or the 4 Grenade Launchers in a Chimera.
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