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I use a platoon with 3 squads with lascannons as a blob. I have the Platoon command squad in chimera with 4 flamers to counter attack when charged. They do very well every game.
But again, enemies don't think too much and will charge anyways.
I was thinking about using a special weapons team with 2 grenade launchers and 1 demo charge to run around behind the blob line to kill the more dangerous stuff like terminators when they kill the infantry blob.
Do you think that is enough of a deterrent against a charge?
I have also added a commissar and some power weapons to the squad and they are close to impossible to break but the power weapons are usually too weak to wound. For the same points I could possibly get the demo charge squad.
Any comments? Experiences with a demo charge special weapons squad?
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In my experience, SWS are better with 2x flamers and a demo charge... since you have to be within 6" to throw it anyway.
Though I've only used them in vendettas... so they probably aren't anywhere as near as good on foot.
It sounds like a good idea. In my gunline list i've gt a Veteran unit with a Democharge and they're pretty handy to have lurking around. Perfect for nuking large units like Templar Crusade squads that will munch through your lines. They're also quite handy for assaulting enemy Dreadnaughts that drop down and think they're safe from small arms like Autocannons and G-Launchers.
SWS would fill the same role and would be cheaper. G-Launchers might be a better bet than flamers if they're going to be protecting a platoon. This way they can contribute some firepower.
If you're fighting an opponent who fully intends to end you at close quarters stay away from Combined squads. Let him charge 10 men and kill them. Then nuke his with Flamers and democharges. There's nothing worse than letting a Plague Marine unit into combat and then keeping them there where they're safe with a big 30 man unit led by a Commissar.
Unless your enemy can outshoot your gunline (not likely), he HAS TO advance on your position and get into combat as quickly as possible. That's a fundamental game dynamic. Nothing you can take in your squads is going to change that. Just as there's very little that you can add to an IG squad to make them not suck in close combat.
So instead of trying to deter assaults, you should be thinking about how to slow down your opponent and maximize your firepower advantage. This means feeding him squads that he can kill on his turn, leaving him standing in the open and ready to die during your turn's shooting phase.
So if, instead of this platoon formation:
XXXXXXXXXX OOOOOOOOOO YYYYYYYYYY
You do this formation:
You've just bought 2 extra turns of firing for the Y squad in back and whatever else is supporting him. Ergo, you want any squad of yours that is assaulted to die as quickly as possible so you can exploit their deaths and let the rest of your army shoot some more.
So DON'T gear up your squads for Close Combat. But DO have counter-charge units like Flamer PCS squads, Hellhounds, and Rough Riders in reserve and ready to lend support to wherever your line is weakest.
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What you musn't forget is the mission objective. If you're playing killpoints, then you want to be careful about feeding your opponent lots of small, cheap squads to slow him down. In a kill points situation, I would slow down close combat armies with units like cheap sentinels (which can be surprisingly tenacious, I once had one hold off a carnifex for 3 turns), and concentrate on taking his support to pieces. In for example, an ork army, I can tie up big mobs of boys, then gun down vehicles, and more elite units. Howver, in objective based games 'speedbump' guardsmen tend to work really well.
Getting charged is just something you have to live with in gunline armys. There isn't really any way of avoiding it, so demo charges just tend to make life a little easier. They aren't a deterrent, as against gunlines close-combat armies have very little choice but to charge. The best you can do is try to make sure they achieve as little as possible, and killing the grunts is about the best you can do.
Just remember, mission objectives win games. Not the amount of damage you do or have done to you.
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I can't see them being a solid deterrent just because of their inability to get around. If you deploy first, they may not have an impact on the game.
If you had some armor to break LoS with, than the odds go up for me. If you're running a true gunline, a smart assault army will kill the SWS because he gets to multi-charge 2-3 Infantry units with 1 of his.
I do like the set up but not for assaults, more for being in a Chimera or Valk/Vendetta. That way you deter objective camping, which is a way bigger deal for IG than assaults. You can stagger units, block with armor, Tank Shock, a lot of things to cure assault. Shooting enemies off objectives, not always so easy, especially late game when you've lost some guns. Having a nice blast to drop can make all the difference.
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