Welcome to Librarium Online!
Hello fellow space marine players, I have come to help all of you with your hq choices. Here are some ideas to help you along the your journey to create your army or decide on your hq.
The way commanders should be used is for a well rounded army. Commanders are the most diverse of all the space marine hq choices. The reason why commanders are so diverse is because they arenâ€™t made for shooty or (stay out of combat) close combat. You can make them shooty or assaulty. Either or he can play his role well.
When you use commanders you should always have a plan for what you want them to do. For example, distract the enemy or take out the main threat n the opponents army or even sit back and shoot at the opponentâ€™s guys and wait for the squads of guys to be weakened then go in for the kill.
Weapons that work best for your commander: Lightning claw(s)
Thunder hammer (maybe)
War gear that works best for your commander: Artificer armour
Melta bombs (maybe)
Here are some good combinations for the weapons:
Power weapon and a bolt pistol or storm bolter or plasma pistol
Pair of lightning claws
Power fist and a bolt pistol or storm bolter or plasma pistol
Lightning claw and a bolt pistol or storm bolter or plasma pistol
Thunder hammer and a bolt pistol or storm bolter or plasma pistol
Hope this helps you on your journey on deciding your commander.
Also think for specific uses.
If you want a Commander to be a new promotion in a True Grit, Plasma-heavy army, give him a Bolter and Plasma pistol for a multi-use Combi-plasma which can be used as 2 CQC weapons.
And Lightning claw is not for anything else but another Lightning Claw.
Post your army lists in the ARMY LIST section! Not that hard!
I don't agree with some of your advice. Giving any IC a PowerFist is one of the worst things you can do. Becuase IC's fight as a seperate unit in CC, and PowerFists always go last, it makes it very easy to kill them before they get thier chance to attack. PowerFists are better left to Vet Seargents where they will almost always get a chance to attack.
Sometimes its good for an HQ to have something like a powerfist, when they know their going to be hunting light to medium armour; but they should always have another type of close combat weapon to back them up for when they aren't fighting armour or high toughness enemies.
Personally I always go with a captain with:
bolt pistol, power weapon, termie honours, combat shield, and sometimes frags. Never eats up lots of points and has six attacks on the charge, though I prefer more of a focus on squads over lone characters anyway...
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
I have to disagree as will, in that the ICs for marines should pretty much always be designed as CC killers. Why in the world would I want to design my Capt. or Chap. Master for shooting where he'll get a shot or two at most, when I could design him to maul the enemy in CC and get 6 attacks on the charge?
For the 100~ points a HQ will cost, I'd never waste it on shooting.
Some form of pistol and a power weapon is the way to go (in my book at least)
Baby, when I'm the voice of reason, we've got problems!~artificerSomeone should stop
Jervis "let's make it easy enough for a 3 year old to play" Johnson
before he turns 40k into checkers~anon
So, let me summarize:
The commander is flexible, take any wargear that makes sense to you.
PS: I hate to sound cynical, but isn't there already a tactica on this? Is it pinned?