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I have a simple question: The Imperial Guard Codex states that "ANY"guardsman not acting as heavy wpns crew may be armed with one of the special weapons..."
Does that mean a command squad can have up to 4 special weapons? I use voxcasters so I could only have a max of 3.
Am I reading this correctly?
Interesting. Looking at the wording, I think the answer would be yes.
The reason I think I can do this is because it gives the IG some good backup for CA - it is pointless charging an IG squad into CA if they can only fire 1 wpn out of 10 (the assault wpn).
If you equip a cmd squad with 3 or 4 special wpns the run into CA is much more devastating - 1 meltagun, 1 flamer and a GL could be good - or 3 flamers :eek:
And then have the officer with a powerwpn, and you have a reasonable CC unit.
powerwpn...hehehe, I thought that said power pwn :p
Yes, you may load your command squads up with special weapons.
A good friend of mine always runs a "suicide squad" of 4 flamers that he drops in. Sometimes they work and sometimes they dont, but they arent that expensive.
Another interesting option that Ive used int he past is 4 grenade launchers. Good support for your line squads and you still get to use the leadership of the officer.
I am the Aquila-Guerilla!
Another tactic that i found effective in my last game was a Commandsquad with 3 plasmaguns and a medic. They took out 3 terminators and thus took their points back with plenty to spare.
So what's the feeling on mixing special wpns in these squads? I was going to go with 1 metla, 1 flamer and 1 GL or plasma per squad, but some would think it better to group 3 flamers in 1 squad, 3 meltas in another and 3 plasma of GL in another.
Don't mix your special weapons.
Use them to counter weaknesses in any other area of your army or to suit the particular opponenent. If you're playing nids, deep strike or chimera rush a suicide squad with 4 flamers. If tanks are giving you a headache, give them 4 meltas. If terminators or other 2+ save models are the trouble, run with either 4 plasmas or 3 plasma and a medic.
There are few targets that a grenade launcher would work better against than a plasma gun, meltagun, or flamer.
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4 Plasma (no room for a medic when you can have that much plasma) is a great combo, especially for deepstriking. Nuke Em, I have to disagree on the using 4 meltas though. While it will certainly blow up any tank it ran into, a mix of 3 plasma and 1 melta is extremely effective against everything but AV14, which it can still hurt, reverser the mix for anti-tank that isn't defenceless against troops. Four plasma can end up killing more of your guys than theirs when put up against rolling 6's to glance, but a single melta can make the difference in that situation, and one potential marine autokill is nothing to sneer at. Really, I think it's just a quality of the meltagun, it's extremely good but limited, but throwing it into any squad can't help but make it stronger and since like the other two special weapons the meltagun is an assault weapon, it doesn't limit your choices at all.
Proud bearer of the Imperial Medal of Anti-Fluff
The problem is that the first hit you take (remember - T3, Sv none ) costs you the spec weapon, which means 16p. That's why it is advisable to leave out at least one meatshield with nothing on. Unless you run a total suicide squad of courseOriginally Posted by revin