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!
Yeah I noticed not many list use commands squads or Commanders/Veterans...why?
It seems this question is asked alot.
Personally i have no problem w/ either of the units. As long as you don't purchase TermiHonors for anyone besides the Sgt, it's a waste o' points.
but if you don't do that than the Command Squad is basically a Tactical squad that can take 2 special weapons and other options (not to mention have 3 HQs attached to it).
and the Vet squad is bascially a tactical squad that can take CCW/BP and a Vet Skill (w/out using any traits), and can take 3 hidden power weapons/fists/claws.
not bad in my book (as long as you don't buy THonors.)
Well, the most honorble Marshal Blood God used a command squad with 2 flamers, which he said is a very nice change from the 1 special and 1 heavy weapon you normally may take. The problem is that most of the times you want your HQ to be with the most hard hitting unit you have (mostly Assault squad or bikes) so binding him to another squad is a bit of a waste.
About the veteran squad, they have one extra LD (not such a big deals with marines) and the ability to take veteran skills, which is nice but more effective on specific units (assault squads or devestators come to mind) or on your entire army,
so one normal unit with a veteran skill isn't that effective.
I think that in both cases the main problem is that traits can do thier specialty much better (veteran skills to specific units or two special weapons per squad) better.
I'm starting a Salamanders army so I'll be taking a Command Squad in order to get my HQ in a Drop Pod. Otherwise there is no benefit for me.
I personally don't see much use for the Veteran Squad except for the infiltrate skill but many people take Traits so they can give it to lots of their squads, as akodo one-eye said before me. Besides, wouldn't you rather have Terminators and Dreadnoughts for your Elite slots?
personally i like having the flexability w/out using traits. i onlyl have a minor divergence (TYB so having a few units that can take F.Charge, Infiltrate, etc is nice.
Also veteran squads costs can skyrocket, i havent got my codex but any way lets say you take a veteran with twin lightning claws this makes the cost of the veteran the same as an assault termie! so tell me prefer an assault termie which has twin lightning claws, terminator honours and armour with the ability to deepstrike or a veteran its a bit obvious i'd say. The only reason i'd take them is as fluff or ranged weapons specialist strike teams such as my tank busting ten man squad with a veteran sergeant with power fist plasma pistol and 2 meltaguns in the squad all in a drop pod ready to bust tanks and 'big ones'.
As for the command squad; fall as easily as normal marines, points can skyrocket, still a limited killing power; benefits; looks cool, apothecary, chapter standard.
"Battlecannon shells are falling on my head but that doesn't mean i soon will be dead nannanana" A tribute to that terminator sweet 2+ save.
And then there as those days when it gets hosed down with some plasma.......as it happened today damn you tau crisis suits!! :mad:
Yeah, but isn't one of the advantages of a command squad that it prevents the enemy from targeting the IC? I thought that the only way to "hide" your IC was to put a command squad around him (i.e. joining another unit the IC could still be targeted, but not when he was in a command squad)
Isn't that correct? If so, that would be the advantage of the command squad.
Marion: You're not the man I knew ten years ago.
Indiana: It's not the years, honey, it's the mileage.
For the last time, there are
NO FEMALE SPACE MARINES!!!!!
i had a small veteran squad with 2 power weapons and a power fist
joined by a chaplain so all re rollable misses with furios charge, they completely owneother SMurf armies, especially termies
I really can't think of anything witty to say.
Nope, that's not correct SuperFreaky... It is clearly stated in the rulebook that he can't.
Of course, by that I mean shooting, because assault is a diffrent thing all togather.
You don't see command squads much because they can't have jump packs.. That in itself makes them relatively weak..
Lets see, powerful CC character with a shooting unit? That's not useful at all.. The only use for a command squad is in a drop pod
Veterans suffer from being too expensive point wise.. 25pts for a powerfist? That's way too much usually when Vet sargs get them for 15. Getting free traits is nice I suppose. I'd use them in BA if I could infiltrate them