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The other day I was wondering what I should use as a counter charge unit. I thought a HS officer (or junior with honorifica) but they only have ws4. But you can give them the hardened fighters doctrine and they get ws5. That's pretty good and is the only thing short of a special character that has such a combat ability. combined with some power fist/power weapons, it can be a very useful tool. But one thing, do you have to tell your opponent which units have which doctrines?
actually, I just checked my rulebook and it says "your opponent cannot normally inspect your roster, including asking you what is in each transport vehicle." So you don't need to tell them, I assume you would let them know when it would matter - close combat. However, as you said, some gaming clubs would have rules like that. In a tournament I would expect not to have to tell because of the competitive nature. Not that I would enter a tournament with my inexperience.
and dude, your name is so close to my dawn of war SM colour scheme (imperius dominatus).
I always think its a good idea to show roster before hand. You get honesty, and your opponenet wont think "he's making it up!" when you charge. So its usually go to show it, and then ask if he has any q's. Then, if he forgets, its his problem and fault not yours.
That way everyone is happy.
The squad is a good counter charge unit too. (Y)
This is too true, I have played with many over competitive players in my time. Sometimes even giving an army list with no points costs attached! It oft left me wondering such things as, wraithguard are terribly cheap and thats alot of CSM are they cheaper than the emporers version? Not good.
However on the note of the original post. I've used this very effectivly in infantry HQs, great CC support for poor lil guardsmen and not expensive. Cheap power weapon joy. Although you do loose out on great BS4 special weapon squads or heavy weapons. Its always about clever choices with IG, utterly dependant on your opponentss force. CC counter charge HQ not exactly an all rounder. I'm mostly a stand and shoot guy.
----------------> END <--------------------------
"DAMN IT, SIR WE LOST THE SIGNAL!"
I've been using a command squad with WS5 for some time now. It rocks!
I've got my commander with a power fist. I usually give him a power sword, but I've got a commisar with one of them, so I can still pack a really good punch. I can nail 3-4 space marines in a decent combat phase with just my HSO.
It's a veyr nasty upgrade for your commander.
But surely the SM get to nail him first?Originally Posted by Robizzle
As to tourneys, generally you haev to supply your opponent with a copy of the list before the game
Everything you have been told is a lie!
Agreed, a SM should be easily able to kill that PF'ed officer before he ever gets to strike. I've actually played around with a hardened fighters command squad in a couple of my lists. While not fantastic, they do tend to kill a fair amount of marines from time to time. Additionally I tend to make this squad one of the Infantry platoon command squads as they can benefit from close order drill, in which case my 'HQ' squad, becomes a de facto infantry platoon command squad. I mean somebody has to lead the men right?
Anyway, the squad tends to look like this:
Doctrines - Close Order Drill, Hardened Fighters
Junior Officer - Honorifica, Power Weapon, Bolt Pistol, Iron Discipline
2 x Guardsmen with CCW + LP
2 x Vet Guardsmen with CCW + LP
Commissar with Powerfist and Bolt Pistol
The best thing about this set up is, not only do you get 2 models with a WS of 5, the JO will also strike at initiative 5 with a power weapon. Rolling to wound is still a pain, but with a good roll or three, marines can and DO start dropping. The commissar with fist is always nasty too. Things to note about this squad however are, you need to take two commissars to get one in the infantry platoon command squad if you want to use close order drill and also, the squad costs a lot of points. If you add the cost of the first commissar, thats actually a little over 200 points.. more than a standard leman russ! Still, it can be fun if you want to try something different, as simply standing back and shooting can get dull after a while. I'd recommend anyone looking to build a fun 1500 pt list to try this type of squad out, but for those intending to play in tournaments, stick to shooting, its what IG do best.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
Actually, a HSO strikes simultaneously with space marines normally so I would probably just give it a power sword so it doesn't get killed before it can hit back. Although with 3 wounds it should survive a couple of cc rounds with a power fist and the rest of the squad to back it up. You can use close order drill as mtg guru said to hit at I5 with the power weapon, but with close order, do power fists strike at initiative 1 or initiative 2? Not that it matters against initiative 4 but if there is a SM sarge or something with a powerfist as well then it would mean that you go before him.
Last edited by BiG_SaNCHeZ; April 5th, 2006 at 22:36.