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Made in us
Longtime Dakkanaut




Long Beach, CA

I would cut down on the size of you vet squads.

You only need the Sgt and four more guys. So give 3 of them plasma, then the SGt a Plasma pistol, then the other one a shotgun. If you are dropping them in then they are suicide squads that will probably die the following turn after they arrive. Only two or three times have those guys ever survived more than one turn, so you are investing in 15 extra 8 point models. Thats around 120 extra points you can now mess with. Keep then as 5 man suicide plasma squads. Remember they will probably die so make it count where you drop em.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Posted By BuzzCutPsycho on 01/18/2007 4:36 PM
Quick question, not that I disagree with you HMBC but am overall curious. Why is putting a HB in a command squad bad? I mean, they would already draw fire as it is, or am I missing something?
Your command squads should never be in the line of fire. They should be hiding, providing key leadership boosting abilities that keep the rest of your army fighting whilst taking no return fire of their own. The only times your platoon HQ's should ever be seen by the enemy is when they rush forward, flamers at the ready, and toast the enemy before dying gloriously in the Emperor's name. They should not be attempting to take pot-shots with a heavy bolter.

A heavy bolter requires LOS, and if you can see the enemy, the enemy can see you, meaning your 5-wounds of ultra-fragileness and super-importannce just became free VP's for the enemy. All giving the squad a heavy weapon does is tempt you to use that heavy weapon when the squad is too important to risk destruction just for a few rounds of HB fire. Guardsmen are expendible. Their Officers are not (to a point).

Now, this doesn't mean you go and give them a mortar because it doesn't require LOS. Mortars are terrible weapons that should never be taken in any configuration. For Command Sections it's 4 Flamers, 4 Meltas or 4 Plasmas. That's all. And your CHQ should have none of these, and will pretty much always be 81 points, with no variance (sometimes 91 if you've taken Light Infantry or Cameleoline or whatever).

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
 
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