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Post by Deleted on Mar 23, 2008 21:44:31 GMT -5
I remember reading some comment on this or another board about having a conscript platoon with a commissar? I flipped through the IG dex and it makes no comment on whether they can be assigned to conscripts. I read that they must first be assigned to HQ and command squads and then they may be assigned to infanty and armor fist platoons. So I was wondering about this, would be cool if u could use the comissar but it would seem a bit overpowered. Anyone know? Thanks...
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Post by Turtleboy(AWOL) on Mar 24, 2008 5:27:56 GMT -5
the only way you may legally attach a commissar to a conscript platoon is thru the independent commissar doctrine.
if you do this you have to beware of having the commissar singled out, so it's best to keep him with no upgrades and simply surround him with a pack of ablative conscripts. you will, as a result, be left with a squad of conscripts that simply takes 1 casualty every time it would normally fail a morale test and break.
it is indeed a powerful way to go if you want your conscripts to be 100% unbreakable, however I have found times where it's been advantageous to let my conscripts use their rediculously low leadership and purposefully let them break and run so that I can swoop in with a hellhound and clean out what they were fighting in a far more efficient manner. this requires a bit more finese' however, and the independent commissar path is a good way to go if you're ok with a) using doctrines and b ) dedicating 40% of your doctrines establishing this max strength "tarpit" style unit (tarpit is the term used for units that bog down the enemy and leave them tied up for an extended period of time).
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Post by Deleted on Mar 24, 2008 17:31:50 GMT -5
Turtleboy:
Are you sure on the "1 casualty instead of falling back"?
As I understand the Commissars special rule, he executes the squad leader after the first failed morale test, then assumes command. So any further morale test is taken using the commissars leadership. If they fail a morale test after the Commissar assumes command, they fall back as normal - as the Commissar is already in command of the squad.
The "Summary Execution" rule really only mentions the Commissar executing the Squad leader once, than assuming command of the squad.
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Post by Turtleboy(AWOL) on Mar 26, 2008 15:36:36 GMT -5
1 casualty then autopassing the morale is in the faq if I remember correctly.
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Post by Deleted on Apr 7, 2008 3:31:26 GMT -5
The other alternative is to spend a few more points and take Ibrahim Gaunt. Because he's fearless, you'll never need to shoot a conscript (however fun!) to keep order. He's a bit more pricey, but actually cheap for his specification, comes with a cool power sword and won't take up an elite slot like the independent commissars ... I think I'll be invested in a skinny Gaunt!
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Post by Deleted on Apr 7, 2008 3:32:35 GMT -5
Additionally he counts as a leader so you get Ld10 within 12" for all other units supporting his charge.
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Post by Rolling Thunder on Apr 7, 2008 7:34:59 GMT -5
Kickass....
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Post by Turtleboy(AWOL) on Apr 12, 2008 12:18:45 GMT -5
that's pretty smart suneokun
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Post by Deleted on Apr 13, 2008 7:53:16 GMT -5
Not to raise a common sore point, but DO you have to ask permission to take a special character? After all SMurf commanders and Eldar Autarchs (which are apparently completely run of the mill characters?!?) are like thirty times harder than our measly 4 special hero choices. Plus, how come we only get four? Most other codexes have hae completely underpriced special characters continuously falling out their arses? I don't mind, it makes killing them more fun ... but why are we (the most populous army in the universe) also the least likely to generate any hero worth taking??
It's odd, innit.
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Post by Deleted on Apr 13, 2008 8:01:07 GMT -5
On second thoughts, take Yarrick for the same benefits but with 4 S8 powerfist attacks a turn in CC, 1 S4 attack (bale eye) and carapace armour and a funny power shield - fun, fun, fun.
Rename the unit "Yarricks Expendibles" and cheeeaaarggggeee! You're practically garanteed to make the enemy's line... and then it's powerclaw time!!
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Post by Turtleboy(AWOL) on Apr 14, 2008 2:21:01 GMT -5
technically yes, you have to ask permission to use IG special characters. that's how it worked in the era when our current codex was written. the new era of codecei (blood angels, dark angels, orcs, eldar, etc) have it different. they do NOT need opponent's permission to use special characters. it's a technicality but it's safe to say that alot more special characters are reaching the field, regardless of what codex they're found in due to the new trend. I would not consider it a bad investment to buy and paint nicely a special character or two (in the case of creed and kell). most opponents are fine with it and those that raise a stink about it are people I would possibly re-evaluate spending my non-refundable time with. it's a game for fun and it's not like IG is an overpowered army in the first place still it's best to bring a back up for what you'd do if you weren't allowed your special character - you never know.
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Post by Deleted on Apr 14, 2008 10:29:37 GMT -5
It doesnt say anywhere that you have to ask permission...
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Post by Deleted on Apr 15, 2008 7:45:52 GMT -5
Thanks TB for clearing that up - "non refundable time" - chuckles darkly...!
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Post by Deleted on May 9, 2008 17:42:55 GMT -5
put a trade mark item on him, LD 10 w/ rerolls, ithink that like, triples the concripts LD
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Post by Rolling Thunder on May 11, 2008 2:35:14 GMT -5
I make the point of only using a special charecter if my opponent does- i.e if my enemy uses Manlovus Clangar or whoever ten I'll bring Yarrik or gaunt or creed or macharius along. And if I'm feeling really nasty........ The last chancers....
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