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Made in us
Stalwart Space Marine




Norfolk, VA

Hey all, I'm a fairly new player to WH40K, and I'm currently putting together my first real army which happens to be a Salamanders force. I've been reading up a bunch of different strategies and such for SM, but I just can't decide on how I want to equip my Captain and his Command squad.

Currently, I'm rolling with:

Tactical marine squad 1: 8 Marines equipped with Bolters, 1 equipped with Plasma Gun, and 1 equipped with Missile Launcher

Tactical marine squad 2: Looted AoBR marines equipped with 8 bolters, 1 flamer and 1 Missile Launcher.

One Rhino to carry either one of these squads, Usually carrying the 2nd Tactical squad

Assault Squad: Veteran Sergeant equipped with PF/PP and meltabombs, and 4 assault marines equipped with CCW/BP

AoBR Dreadnought: Multimelta, CCW and swapped out Storm Bolter for Heavy Flamer

Scout Snipers squad: 5 scouts equipped with Sniper Rifles.

Now I'm not exactly sure what I should be equipping my captain and his Command squad with at this point. I was considering going TH/SS on the Captain and equipping the Veterans in the Command Squad with 2 Melta/CCW and 1 Flamer/CCW, since I seem to be a little light on Anti-vehicle at the moment and for Salamandery fluff goodness. Does anyone else have any other suggestions for those two units, or thoughts? Any input is appreciated! Hey all, I'm a fairly new player to WH40K, and I'm currently putting together my first real army which happens to be a Salamanders force. I've been reading up a bunch of different strategies and such for SM, but I just can't decide on how I want to equip my Captain and his Command squad.

Currently, I'm rolling with:

Tactical marine squad 1: 8 Marines equipped with Bolters, 1 equipped with Plasma Gun, and 1 equipped with Missile Launcher

Tactical marine squad 2: Looted AoBR marines equipped with 8 bolters, 1 flamer and 1 Missile Launcher.

One Rhino to carry either one of these squads, Usually carrying the 2nd Tactical squad

Assault Squad: Veteran Sergeant equipped with PF/PP and meltabombs, and 4 assault marines equipped with CCW/BP

AoBR Dreadnought: Multimelta, CCW and swapped out Storm Bolter for Heavy Flamer

Scout Snipers squad: 5 scouts equipped with Sniper Rifles.

Now I'm not exactly sure what I should be equipping my captain and his Command squad with at this point. I was considering going TH/SS on the Captain and equipping the Veterans in the Command Squad with 2 Melta/CCW and 1 Flamer/CCW, since I seem to be a little light on Anti-vehicle at the moment and for Salamandery fluff goodness. Does anyone else have any other suggestions for those two units, or thoughts? Any input is appreciated!

Lord Commisar Wasabi, Catachan 222nd

Check out hlaine.larkin's 222nd Catachan guardsmen unit, and apply today! Take the place of a model in an actual army, see how your model and those of your fellow dakkaites fare in combat!

http://www.dakkadakka.com/dakkaforum/posts/list/365557.page#2744301 
   
Made in us
Dakka Veteran




Go cheap on the command squad. Your on the right path, with 3 special weapons.

IMO, the most effective command squad is probably 4x plasma guns, because the apothecary giving feel no pain gives you a nice way to avoid gets hot.

4x meltas would also be a great choice, as would 4x flamers. I wouldn't diversify the weapons myself, because when you fire at a target, you want overwhelming firepower.

I'd also suggest investing in a banner... its a pretty good investment, because you give your entire army a good boost with the re-rolling morale checks. Rolling that 12 sometimes on a leadership test, can screw you over.

As for the captain, I would actually suggest giving him a jump pack, and putting him with the assault squad. Give him a relic blade and stormshield, and he will really help them out. Your command squad should be the shooty core of your tactical marine force, and your captain would serve best by being in a different part of your army.

Also, don't put a plasma pistol on your assault sarge. Its expensive, and can result in him dying if your unlucky... you can't really risk that. Your better off giving your squad a flamer.

After the orbital strikes, Thunderhawk bombardments, Whirlwinds, Vindicators, fusion and starfire and finally Battle Brothers with flamers had finished cleansing the world of all the enemies of Man, we built a monastery in the center of the largest, most radioactive impact crater. We named the planet "Tranquility", for it was very quiet now.
 
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Def give the command 4 MG or PLasma, and run the captain with Jump Pack, RB/SS.

Whenever I run a command squad I run it this way and it has worked wonders
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

have to give them some multiple special weapons. depends on what role and what chapter. i dont know much outside of vulkan, so, i consentrate on melta/flamer/hammers. i run this for my salamanders:

cpt with Thunder hammer
company standard
apocathary
two melta guns
champion

all in a drop pod. drop in play first turn, shoot a tank, and have fun

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
 
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