Sergeant Weapons II & some fluffy rules? - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member vorlon's Avatar
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    Sergeant Weapons II & some fluffy rules?

    I think the consensus in the first thread was that you should equip the Sergeant with the same weapon as the majority of the squad?

    Certainly that would make sense in game terms as it stands.

    From 16th - 20th century - sergeants & officers tended to be armed differently from their men, typically with CCW rather than muskets or rifles. The reason was that they were supposed to be directing the fire of their men, not getting involved in a firefight, but would join in swinging when it came down to HtH combat.

    I wondered about the following fluff rule:

    Marine Sergeants (and Imperial Guard Sergeants), ordinary or veteran, armed with the "standard" Sergeant weapons (Bolt Pistol & Chainsword, or Las Pistol & Chainsword) can elect not to shoot in the shooting phase.

    In this case they are assumed to be directing the fire of their men, and therefore their squad may engage up to two independent targets simultaneously.

    The split can be along any lines, e.g.

    "Even numbers take the enemy squad to the right, odd numbers the enemy squad to the left".

    or

    "Missile Launcher, hit that Killa Kan, everybody else target the grots".

    That would give an incentive for the differently armed sergeants - a poor man's multi-tracker if you will.

    (It might also work for warlocks with pistols assigned to Guardian Squads with Weapon Platforms??)

    Only an idiot fights a war on two fronts. Only the heir to the throne of the kingdom of idiots would fight a war on twelve fronts.

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  3. #2
    LO Zealot Chaosbrynn's Avatar
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    What your detailing is the special ability of the Space Wolf devastator squad the long fangs. The ability is called split fire. And it would be far too powerful for normal squads to be able to do this.
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

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    Boiiing! Knape97's Avatar
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    If you want to keep it looking fluffy, army your guys with Bolters and a CCW. (Simply cut a Bolt Pistol off and glue on a Bolter)

    That way, they have the bolter to match the rest of the squad and perform better rules wise. The CCW provides no bonus in CC and so isn't a major factor and woudn't break WYSIWYG.

  5. #4
    Senior Member vorlon's Avatar
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    Quote Originally Posted by Chaosbrynn
    The ability is called split fire. And it would be far too powerful for normal squads to be able to do this.
    Why?

    If the Sergeant does nothing that turn but direct the units fire then it's a 15pt mutli-tracker, I woudn't have thought that was over-powerful?
    Only an idiot fights a war on two fronts. Only the heir to the throne of the kingdom of idiots would fight a war on twelve fronts.

  6. #5
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    think devastator squads and the like.
    That WAY too overpowered.
    Wolves get it trough their uber-cost 36 points, and the lack off a meatshield.
    THATS why it issn;t overpowered for wolves.
    Think every 5th guy in your army able to do that and your killing the fluff.
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    LO Zealot Chaosbrynn's Avatar
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    It would be overpowered for the simple reason that it plays to SM strength far too much.

    Tau, as you mentioned, have a multi tracker, but they do not get heavy weapons in squads. For them it is feasable.

    For SM, it would be far too powerful to have 6 10 man tactical squads with lascannons. The bolters could all cover oncomming infantry while the lascannons plowed through all vehicles. It would be incredibly unbalancing to the game.

    Hell if we could do that, there would be little to no reason to use anything aside from 6 tactical squads exactly like that.

    Just to give you an idea how powerful that is, id honestly pay 30-50 points per squad for my squads to be able to do that. It would be worth it too.
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

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