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Post by iggy666 on Jul 2, 2012 11:35:24 GMT -5
I am not sure what to upgrade my platoon command squad with. I feel like a good rule of thumb would be to outfit them to match its infantry squads.
Right now I have 3 infantry squads with autocannons and grenade launchers. Should I give my platoon squad grenade launchers too?
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Post by brimlock11th on Jul 2, 2012 15:11:45 GMT -5
Hey Iggy! I Usually outfit my PCS with 2 grenade launchers and 1 missile launcher for some anti tank and anti horde in the same unit. It has worked really well for me!
Cheers!
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Post by sgtsamvimes on Jul 2, 2012 15:16:52 GMT -5
im considering 3 flamers and a vox, using them to rush spots that need flamers, i.e. infantry in cover.
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Post by vulpine on Jul 2, 2012 17:08:57 GMT -5
I have two types, the same rules applie for PCS and CCS and I try to keep them cheap:
1) Lead from the front! - Speshial weapons and cpt with a power Wep/fist to get stuck in to the enemy (Straken is good at that!) 2) In the rear with the gear- At the back giving orders with a heavy Wep for support (posibly master of Ordanance) depending what type of support you need.
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Post by WestRider on Jul 2, 2012 20:10:56 GMT -5
I've got a couple of builds I use for the PCS: - BBQ: 4 Flamers. Ideally mounted up in something, whether a Valk/Vendetta or a Chimera. - Close Range All Rounders: 3 Meltaguns, 1 Flamer. Again, usually mounted up, but I'll sometimes walk them up with an Advance Platoon. Meltavets are usually better, but these guys are cheaper, and if I've got multiple Platoons, I often end up with more PCSs than I really need in the lines. - Backfield Objective Holder: Mortar, Vox, Flamer. These are the only ones that are likely to be passing out much in the way of Orders. The Mortar is mostly to remind me to keep them out of sight. Flamer's there to give something against Outflankers, etc.
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Post by iggy666 on Jul 2, 2012 23:29:14 GMT -5
805th Iron Guard's 1st Platoon Sergeant Major and Vox Caster, 2 Flamers, Mortar (Platoon Command Squad) *3 Infantry Squads w/ 1 Vox Caster, 3 Grenade Launchers, and 3 Autocannons Mortar Heavy Weapons Squad
*There is a Lord Commissar in this army, so no need for commissar in the infantry squads.
This is my 1st platoon so far I think, with help from everyone here. I like the idea of the platoon squad objective camping and shouting orders to the blob of infantry guarding them infront behind my Aegis Defence Line and Guad Gun. They have mortar to remind me to keep them out of line of sight ;D and flamers for outflankers. Sounded like a great idea.
I may add to this platoon later but for now I think this is it. Should veterans have their own platoon? Obviously they are part of my infantry regiment which is the 805th Iron Guard.
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Post by WestRider on Jul 3, 2012 19:59:09 GMT -5
You've got too many upgrades in there. The Mortar team takes up two dudes, the Flamers are each one, the Officer is one, leaves no one to carry the Vox. Or you drop to one Flamer and keep the Vox. Can't have all that, tho.
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Post by iggy666 on Jul 4, 2012 16:31:00 GMT -5
Dropped a flamer.
Platoon Command Squad 45pts Vox, Flamer, Mortar
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Post by majorspeirs on Jul 4, 2012 18:15:55 GMT -5
You can't go wrong from a PCS if you don't expect too much from it. The greatest piece of advice for these is keep it cheap. I usually keep it under 50 points if I can - they are super fragile and will die if hit by virtually anything.
I usually take one of three approaches: 1. 3x Flamers - this unit can dish out some serious hurt, either as a backfield retaliation unit or from a transport. They often die before they are able to do much though, but can be great "threat/area denial" units.
2. 3x Grenade Launchers - I find this is a great way to support your infantry squads, as they have a really large fire radius (being able to move and shoot 24 inches).
3. 1x Autocannon - An extra autocannon never goes astray, ans since it is cheap and small it is usually ignored whilst the units around it are targeted. As a result you normally get a full 5-6 turns worth of shooting from your 45 point investment, and it is a great objective sitter.
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Post by iggy666 on Jul 4, 2012 21:06:44 GMT -5
My platoon command squad will try to hide 6" behind my infantry squad with a vox and mortar, the last guy has a flamer just in case.
My company command squad will have a missile launcher, the only one in my army so far, for versatility. It will also have the standard, vox, and master of ordnance.
I've finished my 1st Platoon:
Platoon Command Squad - Vox Caster, Flamer, Mortar Mortar Squad 3 Infantry squads - Vox Caster, Grenade Launcher x3, Autocannon x3
This is my backfield Platoon. Its jobs are securing objectives, slowing enemy assaults with light anti-tank weaponry, and trimming infantry squads.
I will probably add some conscripts to this platoon at some point and have them surround my artillery vehicles for cover saves and to prevent deep strikers/outflankers from targetting them.
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Post by cadian95th on Aug 2, 2012 13:51:15 GMT -5
I have them as a general leader squad with banner, medic, flamer and vox unit, I worked it out to fit 100 points and use them to boost infantry/vets etc.
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Post by Deathkorpsman on Aug 2, 2012 14:35:17 GMT -5
PCS on foot - Flamers and Mortar are a solid combo. Lets them hide out of sight but be a threat if they need to counter-charge, or are charged by, something. Those options are also cheap, which helps.
PCS as mech - 4 x Plasmaguns is my build of choice. It is volatile, and men will probably die just from their own shooting, but being able to pump 8 x AP2 shots out to 12" and 4 x AP2 shots out to 24" while riding around the back of a Chimera makes them a great response team. Deep Striking MC's, TDA, Blood Crushers, or what-have-you must all worry about one or more of these squads lurking in my backfield. I used to go 3 and a medipack, but with the change to FnP I don't think it is as worthwhile.
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Post by commisarblur on Aug 2, 2012 21:19:24 GMT -5
A lot of these builds don't seem to fit the mindset of the PCS. Its job is relay orders to nearby units and fight only when its necessary. Hell most of these are lacking a medic or a regimental stand which comes in handy when you have the PCS join a infantry squad in assault phase.
Your also forgetting to outfit the most important character, the P. cmdr itself. Mine is outfited to give out a decent fight but he's not heavy invested in points. After all you could use those to upgrade most needed units in the field.
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Post by WestRider on Aug 2, 2012 22:27:33 GMT -5
The problem with that approach is that you end up dropping something like 100 Points on what's still just five dudes who die as soon as anyone more than looks at them funny. And did you mean Platoon Standard or Regimental Standard? The PCS can't take a Regimental Standard.
My CCS can handle most of the Orders Support I need. A 50 Point Flamer or GL PCS can dish out a surprising amount of damage, and is disposable if that's what I need.
If I'm going to spend 100 Points for a couple of Power Fist Attacks in an Assault, I'll just pick up a Lord Commissar.
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Post by Deathkorpsman on Aug 4, 2012 9:02:19 GMT -5
I'm in agreement with WestRider on this. Spending any points on CC upgrades for a PCS is encouragement to use one in an assault, which is a horrible idea. There is nothing I'd charge a PCS into that would be strong enough that CC upgrades would make much of a difference. They aren't statted as a counter-attack unit, at least not as a CC counter-attack unit. They are excellent as a counter-shooting unit, where they can use their small size to stay hidden until massive firepower is needed. Them giving orders doesn't affect their ability to bring the pain with gunfire. Their lower BS than vets makes them less good in this, but they are also dirt cheap. My plasmagun option makes them less so, but it also makes them plenty scary against non-SS termies and MC's. Platoon Standards are definitely not worth the points, since a PCS should never intentionally enter CC unless the need is dire or the outcome is assured.
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Post by commisarblur on Aug 9, 2012 21:04:57 GMT -5
Okay what about choosing a speical character to lead your PCS? Alrahem sounds nice for moble or heavy shooting armies. Chevoke goes good for heayv infantries. ummm...is there anyone else I forgot to mention?
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Post by WestRider on Aug 9, 2012 23:02:23 GMT -5
El Rahemo is really nice for a Platoon that's meant to take advantage of his Rules. Probably best to bring along an Astropath as well.
Chenkov is harder to use effectively. Send in the Next Wave is way too expensive, and he doesn't get most of the good Orders. The Stubborn Bubble is very useful for Units like HWSs and Vets that can't take Commissars, but it's expensive, since he costs as much as a basic CCS all by himself. Possibly best used paired up with a Lord Commissar, keeping both Bubbles overlapping as much as possible. Probably still not worth it there, tho, just pick up Yarrick if that's what you're going for.
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