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  1. #1
    Senior Member Abraham Lincoln's Avatar
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    Grenadiers HQ choices

    I was just wondering if it bothers anyone else to run an elite all-grenadiers, stormies and vets list, and then have your HQ, the supposedly *superior* officer with his choice retinue... and they happen to be the most unskilled and useless unit in the army!

    So, I was wondering if anyone knew about any other options for the HQ, to make it fit into an elite army better (maybe even give them the same BS?) Maybe there's something in a White Dwarf?

    Armies:
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    Senior Member Inquisitor Leet's Avatar
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    The officer is better than any grenadier, his staff isn't, but they're just supposed to help him with battle field decisions, though one way to make thier save better is by using the Carapace doctrine.
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  4. #3
    durus Diggums Hammer's Avatar
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    There are a couple of things that I do with mine:

    1> Deep Stiking HQ: with 3 Meltas for 4 Plasmas to take out specific targets.

    2> Plain Leadership: Master Vox, Mortar, HSO, perhaps commissar.

    3> Fire Support: Equip with Lascannon or Autocannon for Grenadier needed fire-support.

    4> Mounted Counter - Assault: HSO (carapace, Power weapon) 3 flamers, + (Commissar w/carapace power fist). All in Flaming Chimera O' Doom. Just for fluffyness add Refractors to the HSO and Commissar.
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  5. #4
    Senior Member Abraham Lincoln's Avatar
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    Quote Originally Posted by Diggums Hammer
    There are a couple of things that I do with mine:

    1> Deep Stiking HQ: with 3 Meltas for 4 Plasmas to take out specific targets.

    2> Plain Leadership: Master Vox, Mortar, HSO, perhaps commissar.

    3> Fire Support: Equip with Lascannon or Autocannon for Grenadier needed fire-support.

    4> Mounted Counter - Assault: HSO (carapace, Power weapon) 3 flamers, + (Commissar w/carapace power fist). All in Flaming Chimera O' Doom. Just for fluffyness add Refractors to the HSO and Commissar.
    Thanks for the advice. I like the first 2 options the best. I mostly do the second one at present. I don't know why I never do the first though, it would at least save me a squad of ST's that would otherwise be deepstriking.
    Armies:
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    Witch Hunters: 1000 pts

  6. #5
    Senior Member Holy_Smigs's Avatar
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    yeah,
    deepstriking is a solid move...

    take a jr officer and the like, just cheap the bajeevis outta it, and it becomes a nice "one hit wonder" attack...
    (especially useful for delaying blood angel assault squads... drop in behind them but cound as the "closest enemy unit")
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