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Post by Deleted on May 5, 2006 13:10:46 GMT -5
Any ideas on how the guard can design a command squad that goes toe to toe with a SM tactical or vet squad? I was thinking of a med and vets armed with close combat weapons and carpace along with some advisers. The only thing is should i give the medal that gives same stats a heroic officer to the priest or psyker? And should i give the heroic officer a power fist? That way along with the priest i have 8 power fist attacks and get to re roll to hit? Or have the pysker pimped out with a force weapon? Might even be able to go toe to toe with a SM commander if get wound on him and pass ld test kills him out right! I'm in a bind guys can ya'll help me out! Thx
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Post by Deleted on May 5, 2006 17:27:30 GMT -5
well if i were you i would not add items according to their effectiveness to the game, but i would add the items that would make my command squad look cool hehe. so whatever suits your tastes.
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Post by Deleted on Sept 12, 2006 7:38:50 GMT -5
be really smart placing him into the battle so that all the enemy power weapons were base to base with other models in the squad and not him so they can't be directed at him and you'll be ok giving the independent character a powerfist.
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Post by Deleted on Sept 16, 2006 9:55:13 GMT -5
Well what I did with my super command squad was this. I used a HSO with a powerfist and plasma pistol, a Priest with a bolt pistol and eviscerator plus that holy relic, a Commissar with Power Fist and a bolt pistol, then I gave my Psyker the Honorifica, a force weapon, and a bolt pistol.
I made 3 guardsmen vets, and one a master-vox user.
The first guardsman got a plasma pistol and CCW, the second got a regimental standard (The IWIN button for assaults!) and a bolt pistol, the third got a med kit and a bolt pistol. I then gave everyone in the squad (including the commander and advisors) frag grenades, carapace armor, melta bombs, and bionics (Love bionics!).
I love the idea of a HSO with a force weapon (Psyker). You know with that many power fists you're gonna be hurting something.
The problem with this is you'll usually be chopped up pretty bad before you even get to your attacks (crappy guardsmen Intiative and all).
Just go around looking for commanders in cover!
All in all I say give it to the Psyker. Because without it his statline is SOOO bad you should leave him at home. The priest can hold his own atleast. (That forceweapon is an insane waste of points with a WS of 2)
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Post by Turtleboy(AWOL) on Sept 16, 2006 16:11:11 GMT -5
The problem with this is you'll usually be chopped up pretty bad before you even get to your attacks (crappy guardsmen Intiative and all). close order drill
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Post by Deleted on Sept 16, 2006 16:58:50 GMT -5
Here's what i've started to take. Senior Officer with b/p and power weapon 1 flamer 3 x l/p and CCW 1 x priest with carapace, bolt pistol and power sword 1 x commissar with b/p and power fist
Comes in at 179 pts, so it's not overly expensive and can deal out some punishment. But you must hide it behind your lines and only use for counter assault. Command squads don't like being shot at.
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Post by Turtleboy(AWOL) on Sept 16, 2006 18:26:53 GMT -5
I like that squad madman. creating something playable is about making something effective as well as affordable pointwise. nice.
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Post by Deleted on Sept 18, 2006 14:46:20 GMT -5
ya i guess thats a good one for when you having a littler battle but it packs a punch and fits the budget..aces madman..i think im gonan try it next time..which is i donno when haha
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Post by Turtleboy(AWOL) on Sept 18, 2006 18:31:55 GMT -5
If anyone can get a command squad to pull its weight thru hand to hand let me know how that is done, cuz I've never been able to do anything melee related with guard other than successfully throw beat up squads at an onrushing enemy so that I can get a second rapid fire volley.
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Post by Deleted on Sept 18, 2006 18:49:03 GMT -5
Well, I've got two squads I always shove in the back to lay down cover fire with their missle launchers. And my Tyranid nemesis always brings in Lictors to mess up their world. I can usually club em to death with only 2-4 casualties.
Also I've had my platoon squad take out an entire squad of Gaunts before.
It is thus: JO with Powerfist, Carapace, Grenades, Iron Discipline Commissar with PF, Carapace, Grenades, Bionics 4 vets with CCWs, Laspistols, and Grenades.
Normally they get mowed down, but that Commissar has held his own in ALOT of fights. The squad dies in the first round of combat, but the Commissar goes on to beat 2 or 3 entire squads (usually gaunts or marines) single-handedly. He's even gotten back up after dying to club 3 marines and their veteran sgt. with a powerfist. It was fun!
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Post by Turtleboy(AWOL) on Sept 19, 2006 1:30:27 GMT -5
is the fist on the JO a waste? seems like it would be since no one in their right mind would let him survive what with being able to single him out.
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Post by Deleted on Sept 19, 2006 16:22:31 GMT -5
You would think that but no one has made any effort to target him specifically. I don't think people gauge my command squads to be much of a threat, or they think the other command squad for Platoon 2 is a higher priority (What with their 4 plasma guns and 2 plasma pistols).
Or people just don't realize the JO is an idependant character. He really doesn't seem like it.
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Post by Turtleboy(AWOL) on Sept 19, 2006 18:34:57 GMT -5
yeah I typically point out that my officers are ICs when they get in close combat cuz it's only fair that the opponent know he has a choice in the matter (can't expect a nids player to know the IG codex word for word y'know? ).
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Post by Deleted on Sept 20, 2006 12:59:57 GMT -5
To be honest, I don't even remember that they're IC most of the time. Not that it matters, if they die, they usually die with the entire squad. Usually to shooting too. Poor little guys.
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Post by Deleted on Sept 24, 2006 22:26:15 GMT -5
Technically there is nothing you can do to make a IG squad go "toe to toe" with an SM squad for number of reasons.
However if you really wanted to sink alot of points into an IG squad that could be a counter charge force, I'd run something like this:
Doctrines Carapace Armor Harden Fighters Die-Hards Priests Cybernetics
96 SO with Plas Pistol or BP to taste and Power Weapon refractor field Bionics Medallion Crimson
128 4 Veterans with BPs or PPs to taste and Power Weapons Bionics Medallion Crimson
86 Commissar with BPs or PPs and Power Weapon to taste Carapace armor refractor field Bionics Medalion Crimson
90 Priest with Eviscerator and Rosarius
Plus the points from doctrines
20 points Carapace 20 points Cybernetics 15 points Hardened Fighters 5 points Die Hards
All told this will Run some where in the nature of 460 points. Now this is an extreme option but it'll do some damage not to mention be a fire magnent.
But hey it'll do for trying to go toe to toe with an SM squad whereby i interpret toe to toe as hold their own not just suicide in.
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Post by Deleted on Oct 1, 2006 10:39:20 GMT -5
Had a game on Thursday and my command squad of death tore a chaplain a new one. Assault Reclussiarch with an assault marine wipe out a squad and consolidate. Then my turn comes, flamer did nothing but squad charged, i lost my 4 guardsmen but then came the pain. re-rolls worked a treat killing the poor marines with wounds to spare. After that i went after a shot up termie assault squad, but the game ended before i could get there. In points terms i took out a 148 points of marines in ASSAULT and only lost 30 points of guardsmen in return. Come get some.
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Post by Turtleboy(AWOL) on Oct 2, 2006 0:44:19 GMT -5
hell yeah, gotta give that squad a medal!
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Post by Deleted on Oct 13, 2006 18:08:09 GMT -5
More success. I played dark angels last night which consisted of 4 land speeders in 2 squadrons, 2 squads of 5 terminators, one of which had a grand master, a squad of scouts, 3 squads of marines and a squad of bikes. Turn three came and one unit of termies (without grand master) rolled for deep strike and landed just in front of my lines. He chose to target I disagreault-squad instead of my command squad with his 2 assault cannons etc (see demo charge thread for more details). Command squad of death was in cover. Two squads (missile/plasma) kill two termies, then command squad of death charges the remaining three. I lose two guardsmen but kill the remianing three terminators. Consolidate and move back into cover. Next turn sees the next set of 5 termies (with grand master) land in my lines, he heavy flames one missile/plasmagun squad. Meanwhile his last landspeeder with assault cannon and heavy bolter make a mess of my command squad, killing 2 guardsmen and take a wound off my officer. The leadership test is failed and the officer tries to run away, but he soon finds the commissars' sword buried in his neck so the priest and commissar hold firm. Both priest and commissar then charge the 5 termies. Causing three wounds but he passes one of his invulnerable saves causing two fatalities and then he wipes out my squad. I lost the game but had he failed that save he would have been under half strength and it would have been a draw. So to summarise the command squad of death died but took 5 terminators with them, two of which were armed with assault cannons. Take that death wing. I'm not too bothered about losing as it was a highly entertaining game and my opponent is a sound bloke. So overall 2 hours of pure enjoyment, and who says gaurdsmen suck.
Edit: For some reason it changed, 'I disagreault' to 'I disagreault' It's done this before but i don't understand why
This is retarded, it wont let me change. Any way 'I disagreault' refers to my demo squad
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Post by Turtleboy(AWOL) on Oct 14, 2006 1:20:37 GMT -5
wow great performance for your command squad of death! perhaps consider the 11pts for a standard bearer or 10pts for trademark item?
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Post by Deleted on Oct 14, 2006 3:32:36 GMT -5
I'm considering taking a standard bearer. The store manager also suggested that, as i would have been able to re-roll my demo charge morale check.
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Post by Turtleboy(AWOL) on Oct 15, 2006 1:41:40 GMT -5
well, I'm starting to get on board with the melee command squad. so far it's really just power swords for the officers. anyone have any other recommendations that never seem to let them down?
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Post by Turtleboy(AWOL) on Oct 20, 2006 2:26:37 GMT -5
so I added a sanctioned psyker to my command HQ for the extra wound and hey, maybe he'll get a useful power to use too!
planning on adding a commissar w/ powerfist too (company standard will hopefully keep my senior officer from getting executed!!)
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Post by Deleted on Oct 26, 2006 18:26:45 GMT -5
On turn 3 i think it was the command squad took some fire which killed 2 guardsmen. My officer tried to leg it again but my commissar killed him and stood firm. 5 veteran marines then found out what a command squad of death is all about, i charged them and killed all five in exchange for another guardsmen. I used my consolidation move to get back into cover. Next time the remnants of his assault squad shot the remaining guardsmen and charged my priest and commissar in cover. He had a chaplain, vet sarge with power weapon and 2 assault marines. Up steps the priest and scores three hits. I then prayed for just one five to come up when rolling for wounds.... i got it and two sixes ;D ;D ;D die marines die. Going at the same time his marines killed my command squad but lost 2 marines as the chaplain made his invulnerable save again.
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Post by Turtleboy(AWOL) on Oct 26, 2006 18:42:05 GMT -5
that command squad is pretty deadly madman! If only Cadian Shock Troops had the priest doctrine. I really use all 7 doctrines with the cadian doctrines from the codex though, so I'm planning on just sticking with those despite the fact that I could get 5 that gave me more power if I custom did it.
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Post by Deleted on Oct 27, 2006 13:07:41 GMT -5
You could always play codex, as that's what i do and still keep with the Cadian theme. The theme behind my army is that my Catachans are the regular guard foot sloggers with the priest guiding the Catachans in faith. I don't see Catachans as butt kissers mind you, i mean in the sense that without the Imperium they wouldn't have any medicine and fall victim to a lot of the deseases that plague their homeworld. With this in mind they welcome the Emporers representatives as long as they aren't told what to do. And the fanatical rage that a priest builds up complements the Catachans our courage and determination. The basilisk is assigned to give them some artillery due to a lack of mortars. Now the stormtroopers and leman russ are added to give the army some cut and thrust when they fight in environments other than jungle. And given the tension between Catachans and stormtroopers a commissar has been drafted into 'oversee' that everyone gets along. I know this fluff is pretty weak but this is my pure gaming list and my deathworld, when it's finished, will be my fluffy army. As we speak, or as i speak i'm trying to create a list that somehow strikes a compromise between the current two. Sorry that's a bit longwinded and it may not be in the right section, but a little variation makes it all the more exciting.
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