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I noticed that a lot of army lists have all members of the command squad with a special or heavy weapon. While this boosts their firepower, it strikes me as making the squad too juicy of a target, as any casualties inflicted on the platoon will either take out the officer, a special, or heavy weapon.
Wouldn't it be better to have one heavy weapon or two special weapons, so there are a couple of buffer guardsman in case the squad comes under fire?
sorry, double post..
Originally Posted by Dr. Paris
I wouldn't ever think of kitting my squads without some bodies to prevent special weapons causalties. Percisely for the reason you stated.
here arises another age old question, if you have a medic in your command squad...how many plasma rifles do you take???
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Hrmm, well the only way I would advocate this done is with a suicide deepstrike squad. Checking the name, suicide, it would seem clear to me you are wiser to buy another plasmagun rather than a medic. They're gonna get pasted next turn anywayOriginally Posted by CowboyAdam512
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i kit my command squad with as little as possible, maybe the odd bolt pistol and a commissar and a master vox or something but i see the unit as an awfull waste and is particularly expensive considering i use the carapace armour doctrine (which before everyone diss's im quite happpy with despite what some say). i had thought of giving them all this weaponary to go on the attack bu they are far more valuable to me by anchoring my leadership.
Where there's a will there's a weapon
Which is why I tool my two first command squads for maximum leadership, the first one being a HSO, ID and company standard, second one being JO, HI and ID, following command squads just being a JO with ID.Originally Posted by Dr. Paris
Since the two first squads do a large difference in leadership(ld9 reroll +ID and ld9 + ID) they tend to draw fire, giving them a heavy weapon untop of that will just guarentee them being shot to bits. Hence this is the only place I'd ever advice the use of mortars. In these two squads they accually do some good. The mortar may be a horrible weapon, but they usually take their low pointcosts back in kills(Since they only need to kill one marine or two non-MEQs to do so). With this setup, there's nothing stopping this squad from hiding out of sight from any enemy units, since the ld bubble and the mortar work just as well in as they do out of line of sight. This keeps my ldbubbles safe untill my line gets overrun, something nasty deepstrikes or the enemies bring indirect weapons of their own.
In the third(and following) command squads, I put in a heavy bolter or sometimes an autocannon. The two first command squads usually have the most important units covered under their improved leadership bubble, I favour using these extra ldbubbles for a hybrid between leadership and damage, though I make sure that this squad doesn't become a too attractive target by not giving them any high strenght, low ap weapons. Works well for me.
I like my Command HQ to lead from the front because I couldn't imagine a Commissar being to pleased with a Commanding Officer who hides behind cover.
Three plasma guns, medic with plasma pistol, officer with plasma pistol. I've tried it and it works suprisingly well as emergency close range marine killing. The casualties are acceptable and the reason you got the medic is to keep you from burning through the models as fast.here arises another age old question, if you have a medic in your command squad...how many plasma rifles do you take???
As for weapons, the only ones I typically use are mortars. Cheap and indirect firing so you can keep your officer outta harms way and still contribute some firepower.
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I just give mine bolters, its a nice suprise for the non meq units who are near my command squad. Though this is only on the platoon command.
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