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2014/07/03 05:53:09
Subject: Chapter Master/Command Squad- load out
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Regular Dakkanaut
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Hey guys,
Curious about some input on running a Chapter Master with Command Squad, and what gear you load them all out with?
Either to be run in a drop pod, or a land raider. I've recently been using a Chapter Master with Artificer/Shield Eternal with TH/SS terminators but considering a Command Squad for him instead.
Edit: Playing in a Salamanders army, if that makes any difference (free mastercrafted weapon and rerolls with combi-flamers)
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This message was edited 2 times. Last update was at 2014/07/03 05:56:13
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2014/07/03 06:27:28
Subject: Re:Chapter Master/Command Squad- load out
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Fresh-Faced New User
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A Chapter Master can't take a Command Squad, so you need another HQ for a battleforged army.
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2014/07/03 09:51:21
Subject: Chapter Master/Command Squad- load out
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Regular Dakkanaut
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Fair point there. That aside, if I were to take another HQ, and a Command Squad, but put the CM with the command squad, same question as above.
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2014/07/03 09:55:36
Subject: Chapter Master/Command Squad- load out
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Dakka Veteran
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The answer I see most is that a shooty command squad is normally always superior to an assaulty one.
And put them on bikes.
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2014/07/03 10:01:53
Subject: Chapter Master/Command Squad- load out
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Annoyed Blood Angel Devastator
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Chappy Mastet, then take lvl 1 libby w/SS to unlock the command squad. Boom, youre gtg.
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2014/07/03 13:49:42
Subject: Chapter Master/Command Squad- load out
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Deranged Necron Destroyer
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Chaptermaster, Eternal shield, hammer, TDA
Tiggy
command squad w 4 plasma, Apothecary,
Droppod
drop this down, kill a unit and then cast invisibility on it, and watch your opponent pondering and failing on removing the squad...
Next turn kill another squad...
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You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
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2014/07/03 14:56:00
Subject: Chapter Master/Command Squad- load out
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Legendary Dogfighter
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Valek wrote:Chaptermaster, Eternal shield, hammer, TDA
Tiggy
command squad w 4 plasma, Apothecary,
Droppod
drop this down, kill a unit and then cast invisibility on it, and watch your opponent pondering and failing on removing the squad...
Next turn kill another squad...
Why the TDA and not Artificer Armour?
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2014/07/04 00:46:25
Subject: Chapter Master/Command Squad- load out
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Land Raider Pilot on Cruise Control
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rryannn wrote: Valek wrote:Chaptermaster, Eternal shield, hammer, TDA
Tiggy
command squad w 4 plasma, Apothecary,
Droppod
drop this down, kill a unit and then cast invisibility on it, and watch your opponent pondering and failing on removing the squad...
Next turn kill another squad...
Why the TDA and not Artificer Armour?
TDA is....lackluster when compared to AA
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Grey Templar wrote:
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2014/07/04 01:39:44
Subject: Chapter Master/Command Squad- load out
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Regular Dakkanaut
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rryannn wrote: Valek wrote:Chaptermaster, Eternal shield, hammer, TDA
Tiggy
command squad w 4 plasma, Apothecary,
Droppod
drop this down, kill a unit and then cast invisibility on it, and watch your opponent pondering and failing on removing the squad...
Next turn kill another squad...
Why the TDA and not Artificer Armour?
^ this.
He already gets the 2+ armour from artificer, plus the shield eternal gives a better invuln save that termie armour.
Plus in artificer he can at least massacre a unit if he wins combat. And he only takes up 1 space on transports and allows him to go in a pod.
Artificer is better in every way (and possibly cheaper also?)
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2014/07/05 05:23:52
Subject: Chapter Master/Command Squad- load out
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Regular Dakkanaut
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So still looking for some extra feedback.
I'm thinking of trying to make a super punchy combat unit.
Storm shields seem the go for at least a couple of them, as well as power weapons/fists/thunderhammers. Considering giving them also flamers? Or combiflamers, for a bit of re-roll fieryness before assaulting. Thoughts?
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2014/07/05 06:10:41
Subject: Chapter Master/Command Squad- load out
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Longtime Dakkanaut
Rochester, MN
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Shooty Command Squads are better - give them an apothecary, plasma guns, a drop pod, and maybe some storm shields. Your Chapter Master can ride with them, and if he has a Shield Eternal, he can act as an effective shield for the unit. I would actually suggest considering terminator armor for him, if only because it allows you to shoot your orbital bombardment on the turn you come in.
If you're really hell-bent on making them a super punchy combat unit, use Honor Guard instead. They come with power weapons and 2+ armor by default, and can also take the Chapter Banner for an extra attack.
If you must use a Command Squad in a melee role... give them bikes, storm shields, power fists and an apothecary. OR, give them only power weapons and bolt pistols, and rely on the high volume of attacks (4 per model on the charge - fairly good against hordes). Mount your Chapter Master on a bike, and ride with them (give him a thunder hammer and the Shield Eternal). If you don't have any bikes, then you really shouldn't be trying a choppy command squad - they need the mobility to get into close combat.
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This message was edited 7 times. Last update was at 2014/07/05 06:17:53
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2014/07/05 07:29:05
Subject: Chapter Master/Command Squad- load out
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Ladies Love the Vibro-Cannon Operator
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Well, I wouldn't take a lumbering Chapter Master.
I'd prefer a fast moving CM on a bike. Equipped and supported correctly, this guy can really shine.
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Former moderator 40kOnline
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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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2014/07/05 15:20:40
Subject: Chapter Master/Command Squad- load out
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Longtime Dakkanaut
Rochester, MN
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wuestenfux wrote:Well, I wouldn't take a lumbering Chapter Master.
I'd prefer a fast moving CM on a bike. Equipped and supported correctly, this guy can really shine.
Definitely don't want to foot-slog your CM - they need a delivery mechanisms. Jump packs are also an okay option (it's easier to model too, you just swap your Captain's backpack with a jump pack).
Land Raiders or Stormravens are a decent delivery mechanism as well. What you don't want to do is just put them in a rhino or drop pod - you lose an entire turn disembarking, and have to just stand out in the open getting shot at (Chapter Masters are worth focusing down, as they're often worth victory points).
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2014/07/06 11:22:07
Subject: Chapter Master/Command Squad- load out
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Regular Dakkanaut
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I'm considering running a librarian with them to try and roll invisibility. Should give them a lot more survivability both in shooting and combat.
I do hear what everyone's saying in regards to bikes, but I think if I was going to go with bikes, I'd rather just run White Scars.
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2014/07/06 11:45:26
Subject: Chapter Master/Command Squad- load out
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Longtime Dakkanaut
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If you take Khan and a CM (Scars) they can scout.
CM - bike, artificer armor, shield eternal, thunderhammer
Khan - Moondrakken
CS - bikes, 4x grav gun, 4x meltabomb
Apothecary
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