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Post by Deleted on Apr 16, 2007 22:45:41 GMT -5
Yeah my first post!
Anyways, my guardsmen have been blown/shot up numerous times and forced to fall back, many times getting a -1 because of the 50% thing. And almost everytime unless i get a good lucky roll i fail the morla test. SO to stop this and make em hold the line as long as i need them to i was going to buy a few Commissars to set em up with. This lets them have the execution thing if they do fail and then the rest of the game they have a 10 LD, and losing a gurdsmen sgt isn't a big loss, and on top of all this they are ok at CC if this ever happens by chance.
SO my question is, are Commissars worth the money/points to help my guardsmen hold strong?
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Post by Deleted on Apr 17, 2007 0:06:53 GMT -5
I think that commissars are worth it.. 40 pts, and you can take power weapons with it. A commissar in your HQ and a nice vox system can save you... so i have found
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Post by thefishki345 on Apr 17, 2007 0:46:07 GMT -5
yeh put 1 in your hq then give all of your squads vox casters because you still have 2 put one in your hq's then your squads so money and point wise just set up a large vox network
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Post by Warmaster Stabwhiskers on Apr 17, 2007 5:16:27 GMT -5
Its like registering for cable, you get all the channels!
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Post by Deleted on Apr 17, 2007 5:43:58 GMT -5
thAT way the guardsmen can stay tuned on the latest buzz of why they shouldn't run because as soon as they run pust the command hq the commissar will be there pointing his bolt pistol to their head.
(Don't post the points cost for items - Woz)
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Post by Deleted on Apr 17, 2007 13:31:06 GMT -5
Is the vox caster the radio guy you can put in each squad? If so what do they do?
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Post by Deleted on Apr 17, 2007 15:02:56 GMT -5
The vox allows you to use the morale of any other squad with a vox on the table, notably your High Ldr HQ squad.
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Post by fatuous on Apr 18, 2007 4:24:00 GMT -5
Vox's are a great addition and will keep your troops fighting nicely. 1 thing I have been trying out recently is using those points spent on vox to upgrade a JO with Honour Emp and adding another commissar to that squad to. This gives 2 24" diametre circles of Ld10. With a banner bearer in the CS and giving the officers iron discipline, you have a rock stead line of defence, that doesn't get effected by modifiers and can regroup. However you want to use em, commissars are well worth taking IMO, especially if you give em a power fist .
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Post by The Refined Gentleman (M.I.A) on Apr 25, 2007 8:10:46 GMT -5
lol! the russians used commisars in WWII!
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Post by Deleted on Apr 25, 2007 10:27:16 GMT -5
I use commissars because I dont use voxes. I have 2 commissars in one attached to HQ command plattoon with a Heroic Senior. The other attached to a infantry command squad with a JO with Honirifca Imperiallis. This is because I never spread my guys out to far and if I do they are always with in 12" of a officer. THis way gives me a horizontal range of 48" leader ship 10 and vertical range of 24" which is all I need. Some people dont like this so they work well with vox casters as the leader bonus does go through the vox but not the Iron Discipline, thus the reason I dont use it.
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Post by Deleted on May 26, 2007 22:23:28 GMT -5
Unless your playing a large scale match, commisars are a waste of points. A much cheaper stronger investment is a master vox caster in a command squad which lets you use the leadership of your senior officer for your entire army.
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Post by Deleted on May 28, 2007 1:01:50 GMT -5
I play with several Commisars, the one problem I run into is that I havent had a Senior officer last a whole game in a long time. He is constantly getting plugged by the commisar. As a result I almost never give my leader wargear because it never gets used. Its even becoming a running joke with my friends as each game I field the same officer only with a new name and say I have a good feeling about this guy. Then he gets whacked out.
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Post by Deleted on May 28, 2007 6:23:16 GMT -5
I had the same problem when i first started playing the game.I would feild a commissar and tool up my officer for CC stuff.One squad would start to break and i would pray using my vox would work and i would roll a 11 or something like that.BOOM my Colonel would be lying ther ein a pool of his own blood and waste materials and my Commissar would be striding arrogantly over to the vox guy telling that squad to stay put.
I finally realised that vox networks are really cool but COD won't get your HOS killed,then i stopped rolling high numbers becouse my dice realised i wasn't playing battletech any more and i needed different numbers.
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Post by Deleted on Jun 2, 2007 6:53:02 GMT -5
You know, in my expeirence, unless i'am playing against an Alaitoc army. Few of my units really ever have to take leadership tests (it's hard to cause at least 50% casualties on two 55 man platoons. Also failing your leadership tests is not always a bad thing either.
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Post by Deleted on Jun 2, 2007 7:51:32 GMT -5
hmm, unless i just don't understand waht you are trying to say, it is actually really easy, beacuse with a ten man squad you only need to loose 3 or 4 i can't remeber, and guardsmen die pretty quickly when getting a hail of bolter rounds into them. So a vox i have found is a life saver.
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Post by fatuous on Jun 2, 2007 10:34:20 GMT -5
In addition, I'm pretty sure the commissar doesn't execute cos 1 squad fails, only if the squad he is with fails. SO failing a morale check over the vox wouldn't lead to a dead officer. u got me worried now, I hope I'm not wrong lo. I don't tend to tool up my SO any way, but if you are going to, then a trade mark item or banner bearer gives u a re-roll, so reduces the chaces. TBH tho, if I fail 1, I tend to fail the other too . I'm really loving chem inhalers atm, it's pricey as every one has to have it, but no modifiers....... ever.......... it is worth it.
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Post by Deleted on Jun 2, 2007 13:48:57 GMT -5
Yeah, if you fail over the vox, the squad that he was "trying to pwersuade to keep fighting" just retreat with nothing happeneing to any officer.
I actually do tool up my officer, who is an HOS, it does get up there in the points but it is worth it when you see them in action. And he rarely gets executed, seeing as he has 10ld, plus a re-roll, so it usually works out in the end.
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Post by Turtleboy(AWOL) on Jun 8, 2007 3:09:45 GMT -5
some odd posts early on make me want to post a general overview of the commissar for general knowledge about how he works.. here goes:
commissars only ever effect the squad they're in; they have no effect on squads who are being led by vox-caster. this said, a squad using the command hq's leadership who fails a leadership test does not cause the officer operating the vox to be executed by the commissar.
commissars can't operate voxes since they don't have the 'leadership' special rule.
command hq squads with a standard or trademark item may use these pieces of wargear before the commissar decides to step in and start injecting lethal doses of toxic lead poisoning to the armies officer corps.
hope it helps!
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Post by Commissar on Jun 17, 2007 12:19:15 GMT -5
Well commissars are great for keeping the lines together, not to mention if you keep a HSO and a commissar near your lines of men, and if you want the men to last a little longer, give them carapace.
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Post by Deleted on Jul 5, 2007 4:12:29 GMT -5
I use Commissar but with the Inderpendant Commissar Doctine and then use them to help fill the gaps in my defence, like conscript platoons or an understenght unit. tooling them up with power weapons and the like means they are great leading an assault.
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Post by Commissar on Jul 9, 2007 10:37:08 GMT -5
LoL, Stormbolter and power fist!!! Just goes crazed on enemy.
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Post by Turtleboy(AWOL) on Jul 9, 2007 14:13:45 GMT -5
I use Commissar but with the Inderpendant Commissar Doctine and then use them to help fill the gaps in my defence, like conscript platoons or an understenght unit. tooling them up with power weapons and the like means they are great leading an assault. the only bad thing about tooling an independent commissar up for melee is that they're now independent characters and can be singled out as such. thus, if they swing, they may be swung against. this limits their value alot in my opinion.
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Post by Commissar on Jul 9, 2007 18:48:14 GMT -5
Yeah it really does, I've had too many of my Commissars die because they could be singled out.
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Post by Deleted on Jul 9, 2007 19:01:36 GMT -5
Yeah and there basic points cost is almost doubled if you take the Independant Commissars Doctrine.
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Post by Deleted on Jul 13, 2007 12:16:38 GMT -5
I have ld 9 guardsmen.
They never run ;D
( upgrade to vet sarge = ld 8 close order doctrine + 1 ld = ld 9 basic troops)
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