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Post by Deleted on Feb 14, 2007 20:03:14 GMT -5
I'm looking at retooling my commander. At the moment, he's a Heroic Senior Officer with Trademark Item, Bionics, and a surveyor. He's armed with an MC Plasma Pistol and an MC Powersword. I'm thinking, however, that ditching the master-crafting and taking a Medalion Crimson and a Refractor Field would be more appropriate for the tough-as-nails grizzled veteran who's been put in charge of a Grenadier company... Any opinions?
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Post by Turtleboy(AWOL) on Feb 14, 2007 21:57:46 GMT -5
a side note: you can only have 1 master-crafted item per model last I checked due to the 'cannot select an option more than once per character' type line in the wargear chart.
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Post by Deleted on Feb 14, 2007 22:27:12 GMT -5
The line you're thinking of actually reads: "You may not take duplicate items for the same model but may have more than one master-crafted weapon." (Codex: Imperial Guard, pg 34)
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Post by fatuous on Feb 15, 2007 4:48:26 GMT -5
Personally, I would drop bionics unless your whole army has it, as a 1 in 6 chance per game to save ur commander just doesn't seem worth it IMO. Same with the surveyor. I don't think that it is worth giving it to a unit with mostly pistols. I guess it depends what else your command squad has in it. I usually add a banner bearer and medic if I can, so don't have much space left for special weapons. So if I really want a surveyer, I'll give it to a JO instead and max out his squad with special or heavy weapons. A JO with 3 or 4 Nade launchers and sharp shooters would really make the most of a surveyor, or give it to a Vet sergent and infiltrate ur vets in. Does the master crafted Plasma pistol allow rerolled 1s? If so then that is cool . I haven't played around with master crafted weapons much, prefering to save my points and add a preist to the unit instead, then u can reroll the whole squads misses instead (as long as u charge). So if you have the doctrines left to include preists, you could remove the 2 master crafted weapons and the bionics and that pretty much pays for the priest.
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Post by Deleted on Feb 15, 2007 13:40:08 GMT -5
My Command Squad is pretty much a kamikazi unit, so I want it to have as much survivability as possible. There's the HSO (above) and 4 Flamer drop-troops, all in Carapace Armour, with Chem Inhalers, frag and krak grenades. (The rest of the force? 60 Stormtroopers) Pretty much the only reason he has the Surveryor is as a points-sink... And I just took a closer look at the wording as I was writing this: "The Guardsmen may be equipped with frag..." So in a command squad, the officer has to buy grenades out of his Armoury allotment. *rubs chin* Ok, re-write of the entire command squad underway, it'll be up in the Army List section soon...
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Post by Deleted on Feb 15, 2007 19:33:28 GMT -5
I used to be a big fan of power swords until one of my firneds asked me why I would want an expensive weapon that ignores armour saves on units that, mostly, I only wound on a 5 or 6. Power fists are a much better option
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Post by Deleted on Feb 15, 2007 19:38:52 GMT -5
"I only get an occasional wound in, so why would I want to make sure those few I do get, count?" Jeeze, let me think there. As for Powerfists... Strikes at Init 1, four times the cost, for something that wounds a little more often?
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Post by fatuous on Feb 16, 2007 4:47:10 GMT -5
Power swords for IG are very cheap, compare them to other armies and they are often 1/2 or 1/3 of the price.
I like to mix it up personnally, but prefer to give the power fists to people that can't be directly targeted.
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Post by Deleted on Feb 17, 2007 7:57:40 GMT -5
To impart my invaluabe opinion again, how stupid is the concept of a power fist? What the hell is the point? Why not have like a sledgehammer or something that can be sheathed in favour of this munted, retarded looking fist, often painted red for effect. Gay.
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Post by Deleted on Feb 17, 2007 12:58:58 GMT -5
Powerfists were invented for Tactical Dreadnaught Armor (Terminator armor), in order to give them a heavy weapon that they could wield in melee without completely giving up the use of both hands to carry weaponry.
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Post by Commissar on Feb 17, 2007 20:00:15 GMT -5
Yes, but guardsmen just look dumb with a big metal glove-like thing wrapped around their arm. Besides, guardsmen arent terminatoes...or space smurfs...haha tomatoes!
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Post by genilyenovick on Feb 18, 2007 13:26:52 GMT -5
Well allthough I can agree with many of the restrictive ideas about gear on an officer I must atkleast add my two cents to this. My HSO has a bolt pistol, power weapon combo, and refractor field and carapace armor(the entire army has it) I runn him with a 4 veterans with BP/CCW so the entire group is geared for close combat(16 regular and 5 Power weapon attacks on the charge) my JO's have just a power weapon/BP or stormbolter, depending on the support that I need. However Addressing the idea of a power weapon on S3, you have to put a little faith in dice, allbeit that you may end up only hitting a few times those few hits and wounds you may do still have a large out come on the fight, use your officers ass counter attack help so that they add that tiny bit of extra to your gaurd army.
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Post by Deleted on Feb 18, 2007 17:25:07 GMT -5
"I only get an occasional wound in, so why would I want to make sure those few I do get, count?" Jeeze, let me think there. As for Powerfists... Strikes at Init 1, four times the cost, for something that wounds a little more often? I believe the whole point is that it all comes down to points. If you are a beefy close combat person, then a powerfist striking last (let's face it, guard are often striking last anyway) would seem to have more chance to earn back their points. A Power sword, not as likely. I generally only run close combat weapons on officers for the looks as I feel that the points spent over the whole army could be used more effectively somewhere else. By the way, changing S3 to S6 is more than "wounds a little more often"
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Post by Rolling Thunder on Sept 23, 2007 6:40:57 GMT -5
Every officer in a guard army should take a power weapon. Not taking it is rather foolish. Xpts for the privilige of carving through Beakies like the tin-can armoured roast geese they are! Muchos bueno. Powerfists are good to, but powerweapons are so cheap that you have no excuse for not tooling up on the to the hilt. Besides, powerfist wielding officers always get nuked by assault squads as they can be targeted seperately in melee.
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Post by Commissar on Sept 23, 2007 14:07:09 GMT -5
Bah, powerfists just dont seem to fit the guard very well...well, not fluff wise... They look kinda retarded.
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Post by Rolling Thunder on Sept 26, 2007 12:26:57 GMT -5
Tis be true, tis be true. model on a thunder hammer maybe?
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Post by Deleted on Sept 27, 2007 23:21:26 GMT -5
My HSO has a power weapon, plasma pistol, and carapace armour. I am thinking of giving him a refractor field.
That said, all my JO's and HVS are given power weapon/bolt pistols. As I find they work well against the enemies I face as my officers always eventually get into combat.
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Post by Deleted on Sept 28, 2007 1:46:59 GMT -5
theres no need to tool up officers with refractor fields and plasma pistols. they rarely make back thier points. even the most tooled up HSO will die to a SMurf commander or even a veteran sarge. power swords are good cos they are so cheap and power fists are good if its on a guy that cant be picked out in close combat but there isnt many other pieces of wargear worth taking (exept for a shotgun cos they looks NUTS)
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Post by Commissar on Sept 28, 2007 16:36:06 GMT -5
Powerfistys are neat, but look like re-fried crap, assuming it was fried to begin with. Always give power swords to an officer.
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Post by Rolling Thunder on Oct 2, 2007 9:36:58 GMT -5
If we could give power swords to veterans and vet. sergents like everyone else, nobody would ever try to assault the imperial guard again.
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Post by Commissar on Oct 2, 2007 18:27:28 GMT -5
LoL, well, they would, at their own risk...
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Post by Deleted on Oct 3, 2007 3:09:07 GMT -5
I usually take a power weapon on my officers just because of the points, like everybody else has stated, but I do not think that the squad should go looking for combat, as they will ultimately get beaten by any dedicated CC squad (though they would be very effective against tau, guard and possibly some eldar). Gearing the officer up with a power weapon for counter assaults is a good thing but usually a storm bolter is a good option to provide fire support on the move. Also, the command squad can be built for CC by adding advisors, but i feel this is a point sink. Carapace helps the officer survive longer, but no matter how much you gear him up he will still be a low toughness model.
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Post by Commissar on Oct 3, 2007 8:53:38 GMT -5
Yeah, but he can still be high attack.
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Post by Rolling Thunder on Oct 3, 2007 9:39:41 GMT -5
Meh, if you want a killer attack model you should invest in some kind of GK brother-captain. For me, my officer will forever be a power-sword wielding speedbump( with attached san. psyker and commissar.) in theenemies road to my firebase.
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Post by Deleted on Oct 10, 2007 10:26:53 GMT -5
good idea for a storm bolter. most of my friend take bolters. although tey are all SM's.
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