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Post by Deleted on Jul 27, 2007 9:18:44 GMT -5
I had a run in the other day (well not really a run in, but a disagreement of sorts) and I was if anybody could clear this for me.
In one of my army lists I field a Commissar with power weapon (PW) and power fist (PF). From my understanding of the codex, I've only been playing about 10 months, you buy a Commissar as part of the command squad and then they can never leave it, if you want independent Commissars then you need to take the relevant doctrine and use up one of your elite slots and have to have a squad of 5. One of the guys I was playing against (Chaos Marines) said when it came to the assault turn, that my Commissar couldn't attack as he was an independent character, in addition I couldn't take any squad wounds against him and had to remove two veterans.
My question is what is the correct procedure for IG Commissars? Who is right, I always believed that they are part of the squad and therefore can take part in combat, in the initiative order, and being that my load-out for my Commissar is a PW and a PF, he would strike simultaneous against CSM with initiative 4 if I chose the PW, is this not the case?
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Post by Deleted on Jul 27, 2007 13:33:54 GMT -5
When in the squad they are part of, they are part of the unit, they are NOT independant, you were right. When IN a squad they are in it forever and use no independant character rules.
On the other hand if you take the doctrine they can be independant. You can have 1 to 5 of them on the board at + points and these are independant, they can attach detach and can be targeted, not the other ones though.
Short answer you were right your freind wrong.
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Post by Deleted on Jul 27, 2007 20:00:51 GMT -5
Thanks for responding.
I knew I was right, but the general conseus made me doubt it and I let it go.
It didn't make the outcome of the game any different, we were playing 1500 points cleanse I ended up with all 4 table quarters and all he had left was 1 flamer demon thing and his Lord, a victorious slaughter to the guard, however the flamer would have been deadI'm sure if I had had my 4 attacks for the Commissar, although it wasn't in base contact and he and a couple of other non IG people were adament that he is an independent character and therfore could fight, as a result I lost combat rolled 11 and then a 1 on the iniative so the rest of the squad died to his flamer demon in turn 6.
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Post by Mabus on Jul 28, 2007 3:50:24 GMT -5
If I were you iceman, I would go and punch that chaos player. (unless of course he is significantly bigger than you) jk.
I have a question about commisars myself and am too lazy to start another post, so here goes. I have been fielding several commisars in my strom trooper squads and using them like advisors because my command squad already has a commisar. I think this is legal, but one of my friend's isn't too sure. I did threaten to punch him but he is a bit taller than me and so I thought better of it. Can someone please clear this up? thanks.
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Post by Deleted on Jul 30, 2007 6:39:23 GMT -5
The Independant Commissars doctrine is so cheesy. Anyway without lots of upgrades Commisars are basically a two man Guardsmen squad.
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Post by Deleted on Jul 30, 2007 10:28:55 GMT -5
Mabus, 1st off you can have up to 5 in your amry, but they HAVE to go places before you can start putting them where ever you want.
1. Any Command HQ MUST have a commissar before anything else
2. Any Platoon Commands MUST have a commissar IF all Command HQ's have one.
3. I think it's stormtrooper squads, or just where ever you want. But i do know it can only go in guardsmen/stromtrooper squads, no rough riders, rattlings, etc.
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Post by Mabus on Jul 31, 2007 4:11:17 GMT -5
Okay, thanks .found. You have helped clear things up. I can't wait to tell my friend he was wrong, he always thinks he is right!
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