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Post by Deleted on May 20, 2008 16:22:01 GMT -5
Alright, so I have Platoon Command Squads and I'm not sure on what their role should be, aside from the normal leadership boost.
I could gear them to counter-charge, assaulting with 16 attacks (4 power from the JO) not including any advisers. Hardened Fighters or Die Hards makes them better... I could even make them veterans and get 4 more attacks on the charge. Without spending too many points I have a pretty effective assault unit.
I could gear them to stand and shoot like all the other guardsmen. The array and amount of special weapons is tasty, needless to say.
Which would be the more effective role? The rest of the army would mostly be a gun line with little, other than officers and commissars, for close combat support.
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Post by Deleted on May 20, 2008 17:52:10 GMT -5
Welcome to IGMB, I think you'll enjoy yourself. Great options include the following:
o 4 Grenade Launchers: 24" moving shooters (including a storm bolter with targeter for that measuring to target) o 2-3 plasma guns and a medic (saves first blow out). o Deep striking melta/plasma gun platoon commands (depending on your bravery). o As you mentioned, maxed out vets with a HSO with power weapon.
Remember:
Powerfists are Brilliant for guard, we only ever hit Tau and plankton first anyway, so the I1 doesn't matter. But have it in a "durable unit":
o Commissar Yarrick and 50 fearless conscripts with warrior weapons. o Ditto but with Gaunt ... slightly cheaper, only S4, but he also makes them fearless. o Hardened Vet Sergeant with Honorifa Imperalis (HI) and Powerfist (I'm not so sure if this is possible).
Otherwise top advisor(ish)s include:
o Psyker with HI and force weapon. o Nork Deddog, Orgyrn Bodyguard. o Techpriest with HI (3+ save and powerfist). o Commissars wih power weapons (that command takeover is very useful in the melee).
Powerfist are brilliant for Instant Deathing Heroes etc, however it shouldn't be forgotten that the StormTrooper Serg and Hardened Vet Serg has access to Power Swords - a bargain and always worth taking.
Finally, melee is your friend, as if you're WS3 and he's WS4, he hits you on a 3+ and you hit him on a 4+. This makes hardened fighters a bit rubbish (as you gain no advantage, he drops to 4+), unless you're fighting Tau or Orks. I think you are better off taking warrior weapons (eeek did I just say that?) as more attacks is more effective - ie: double your per round hits.
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Post by Deleted on May 20, 2008 17:56:49 GMT -5
The REAL advantage of Hardened Fighters is that it applies to th whole command squad including advisors, so suddenly your HSO, Commissar and HI are WS5, with 4 plebs at WS4...
Also Hardened FIghters gives a great bonus to Sentinels - but since the only enemy they can really mash are Tau, and Tau basic weapons mince sentinel armour, just don't do it.
Mash Tau the old way - rifle butts and bayonets. The basic guard squad is actually the most effective close combat unit in the guard, as it pts to stats ratio improves remarkably in melee. For starters, we actually get a saving throw in melee - doesn't usually happen.
Most of the above is an amalgamation of threads and detailed discussions - I don't take credit.
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Post by Deleted on May 20, 2008 17:59:28 GMT -5
Except for Commissar Yarrick and the Conscripts - that was my idea!
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Post by Deleted on May 20, 2008 21:25:53 GMT -5
Those are fine ideas and all. Would you say command squads in a mostly gun-line army serve better as counter attackers or shooters like everyone else?
Do you need any counter attackers? 50 conscripts with warrior weapons and Gaunt or even Yarrick is a HUGE amount of points spent on a tar pit.
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Post by Rolling Thunder on May 21, 2008 3:14:52 GMT -5
F*** warrior weapons. All they need to do is tie up the enemy until the endgame, which, I assure you, they can do. My advice would be to simply utilise a independant commissar with them in lower-end games, as its a lot cheaper.
we've spent a lot of time discussing this: and come to a series of conclusions.
The tooled-up command squad approach is an extremely effective tactic IF it is allowed to actully hit. Given the small size of the unit it is also very easy for your enemy to simply wipe out a very expsensive unit with a turn of shooting.
Gun-Line? Command squads can do either. It depends on what your prioirties are- I would advise with the 4 guardsmen that you give them special weapons (Interesting point here- flamers and the veteran upgrade cost 6pts apiece, so go with 4 flamers if you want to counterassault, as you'll tear them a new one before even getting to attack.
However, if you are going to shoot it out, the 3 plasmagun/medic combo is your best bet. Give your officer a plasma pistol as well,
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Post by ssgtdude (M.I.A) on May 21, 2008 10:18:57 GMT -5
If you are going to be using that much plasma in your COmmand squad I would seriously look at the 2 medic option and drop the standard bearer since you are going to be wanting to heal wounds from "gets hot rolls".
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Post by Rolling Thunder on May 21, 2008 10:58:32 GMT -5
And your medics can take plasma pistols as well.
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Post by Deleted on May 21, 2008 11:27:38 GMT -5
So a counter-assault function would seem comparatively ineffective to a high AP shooter role?
That many plasma guns is a heck of a lot of points compared to a simple unit with CCWs and a JO. Like you said, a unit that small and juicy is a prime target, one well placed pie...
At least in combat they get armor saves, protection and grant the possibility to turn a smaller squad that would normally slowly chew through a unit or two before the end.
Is it best to just strait up avoid taking combat units? I don't like roughies, wouldn't want to take them. Same deal with ogryn.
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Post by fatuous on May 23, 2008 5:47:29 GMT -5
By far my most useful platoon command squad so far has been JO, power weapon, and 4 nade launchers (all for less than 80 points). no frills or extras, well maybe ID, carapace, storm bolter or Plasma pistol for the JO if you're feeling generous, but I find that maxing out on special weapons more effective than giving a JO (who lets face it, isn't that good a stat line any way) much war gear, altho the power weapon is a bargin, so I try to always take em where possible.
Use em as the ld roll, and as a special weapons support squad for your platoon inf squads.
Plasma is v good (ok, sry bit obvious), but is more expensive, and the assault range of the nades is great, and the nade options can be useful, depending on ur opponent. Templates are likely to be buffed in 5th ed too, making the frags even more useful ;P
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Post by lordcastellenjon on May 23, 2008 18:23:25 GMT -5
LOL maybe I will start using them as well in the 5th ed but for the time being I am sticking with my en mass plasma fireing squads of vets being able to instant kill smurfs is very good as well as flash the others with the las guns try this for a force organistion make your squads nice and tempting by boosting them up with plasma and give your HQ squads pistols.... lots of pistols and power weapons this draws ytour oppontes gave to those plasma guns insted of the guys with swords and then when the enermy is in assult distance (or just out of it) he gets shoot in the face by a lot of pistols and then when he charges the vets becouse he is comited on them he gets counter charged by the guys with the big power weapons
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Post by Deleted on Jun 3, 2008 11:08:25 GMT -5
Fire line every time. In the counter-charge roll all you're going to do is loose a bunch of victory points and a better leadership check. Like all guard, they get chewed up in assault. Plus, with the changes to 5th edition guard, you'll need to keep your officers alive.
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