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Made in gb
Rebel_Princess






London

When deciding how to equip my Command Squad I found many of the options to be fairly expensive and I was hoping you could advise me on a set up I am looking at but am unsure about:

5 man command squad

Commander w/Bolt Pistol
Vox Caster
Meltagun
Carapace Armour
Regimental Standard

Total 102 points

Have I added too much to the unit or is it an ok build?

Thanks



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Bounding Ultramarine Assault Trooper





Macragge

Nob 'ead wrote:When deciding how to equip my Command Squad I found many of the options to be fairly expensive and I was hoping you could advise me on a set up I am looking at but am unsure about:

5 man command squad

Commander w/Bolt Pistol
Vox Caster
Meltagun
Carapace Armour
Regimental Standard

Total 102 points

Have I added too much to the unit or is it an ok build?

Thanks


IG CCS are very similar to SM Company Command Squads, which have another thread open right now. As I said in that thread, you really only need to ask yourself one question:

Do I need my CCS to be competitive?

If yes, give them 4x plasma guns or 4x meltaguns and stick them in a Chimera. Alternatively, if you're running a platoon blob list, add Straken, a vox and maybe a standard.

If no, give them whatever seems coolest to you. If you were planning on footslogging them, they'll probably die very quickly. I would suggest removing the carapace armor and using the points to help pay for a ML/HF Chimera. Other than that, you might as well double up on the special weapon since you've got one Veteran left over after the vox, standard and meltagun. As long as you stay away from points sinks like the medi-kit you'll be ok.

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Made in gb
Servoarm Flailing Magos





I like to keep my CCS hunkered down and issueing orders so I stick to just a vox caster. MAYBE camo-cloaks if I have the money for 3+ cover saves.
And if there's any points left over, sticking in a HWT doesn't hurt.

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Fixture of Dakka





Oklahoma City, Ok.

What does the rest of the list look like?
Hard to say without the rest of the picture.
I personally don't use Carapace or Voxes.

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Through the looking glass

alarmingrick wrote:What does the rest of the list look like?.


This.

Chimelta spam? - CCS w/ 4 meltas in a chimera
Blobs? - Straken, Regimental Standard, 4x grenade launchers (I prefer them for the 24'' range), and your choice in bodyguards to keep straken alive.

Few ways to think about when tooling out your CCS
- BS 4
- Orders
- Special Characters

You generally set it up with those traits in mind.

Carapace armor is usually a big no. Instead of save that usually won't help that much, I'd rather distribute better equipment throughout the army, like 3 meltas, 6 grenade launchers, 6 melta bombs, etc. etc.

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Richmond, VA

The armor and the bolt pistol aren't needed in the slightest.

The melta gun shouldn't be there, it should be in another unit.

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Made in gb
Rebel_Princess






London

Alright, thanks for all the feedback, the general consensus seems to be that carapace armour is not needed, however without it I imagine they would be slaughtered if they were footslogging. Therefore, here is my new kitted out unit, assuming they are allowed to take Chimeras:

CCS

Commander w/Bolt Pistol
Regimental Standard
Vox Caster
Meltagun
Chimera

Total cost: 137 points

Is this a more reasonable squad? I kept the multimelta for a bit of firepower if the chimera goes and I thought that the Bolt Pistol was cheap enough to keep.



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Made in au
Fighter Pilot




Townsville, Queensland

If there in the chimera that standard don't do sh1t. With the vox if the rest of your list is in chimeras they can't recieve orders so therefore there useless. So put 4 melta guns or 4 plasma guns. You can have 5 guys shoot out the top hatch while moving at 6 inch or under. Get rid of the bolt pistol as at the end of the list your going to be stuck with 3 points to spend and if you drop the bolt pistol you'll have 5 points so give him a melta bombs so he has some power to walkers and vehicles in melee with them.

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Leigen_Zero

"Armour? orks have armour? 6+ you say?

I don't think I've ever had to roll an armour save for my boyz outside of CC "


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Made in gb
Rebel_Princess






London

My army is going to be mainly footslogging with the chimera unit hopefully being a mobile command base, so the vox will work there. Why does the standard not work, or were you assuming the rest of my army would be in chimeras. Also, good point about the Bolt Pistol I will take it off, thanks Ninja.

This message was edited 1 time. Last update was at 2012/01/09 11:19:33




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Made in au
Fighter Pilot




Townsville, Queensland

Well he isn't going to be hanging out the top hatch with his standard so no one will see it so how can it have effect. If it's on the vehicle then there won't be a brave heroic man leading by example holding it. So it won't have an effect.


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Also your welcome by the points thing.

This message was edited 1 time. Last update was at 2012/01/09 11:42:01


2000pts
5000 pts
1 squad

Leigen_Zero

"Armour? orks have armour? 6+ you say?

I don't think I've ever had to roll an armour save for my boyz outside of CC "


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Wrathful Warlord Titan Commander





Ramsden Heath, Essex

I go for;

1 x Lascannon
2x Plasmagun
1 x Master of Ordnance.

Sit in a covered Quarterback position and issue orders as require, one of which is usually to TL the CCSs guns. Ideally the LC sits in a top storey of a building and the Colonel is out of site at the bottom.

The LC becomes really quite effective and the MoO becomes almost reliable.

This message was edited 1 time. Last update was at 2012/01/09 16:33:48


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Junior Officer with Laspistol




Manchester, UK

notprop wrote:Ideally the LC sits in a top storey of a building and the Colonel is out of site at the bottom.


If you have the Colonel out of sight then he can't use some of his orders, as they need LOS to the target enemy.

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I deffinatly reccomend MoO He may not be the most effective but with LOS he can still be useful as all get out what with a free ordnance Barrage every turn.

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Oklahoma City, Ok.

TheNewMexicanGeneral wrote:I deffinatly reccomend MoO He may not be the most effective but with LOS he can still be useful as all get out what with a free ordnance Barrage every turn he doesn't move .


Fixed it for you. and i disagree.

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Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
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Decrepit Dakkanaut





Vallejo, CA

So, if you're bothering with taking a CCS at all, you're looking for someone who can use orders (unless you're also taking straken). Once you've gotten yourself to this point, you have to ask yourself what else you want to do with this squad. If you want him just to give orders, then don't give him any upgrades. If you want him to also have a lot of short-range firepower, give the squad 3 or 4 plasmas or meltas. If you want to have him sit in the backfield and also have some long-range firepower, then take a lascannon and a master of ordnance.

Right now, it looks like the upgrades you're giving the squad aren't part of a cohesive plan.

As for the MoO, I'd just like to note that he keeps the squad immobile, but if the squad was being rather immobile already (such as hanging out to issue orders to backfield units), then that's not much of a loss. As for accuracy, against even somewhat clustered troops, the MoO has a chance to hit something, even if it misses what it aimed at entirely, and against vehicles you're still talking about high-strength ordnance with BS4 against a rather large target against which you can use "bring it down!". Paired with a lascannon, the MoO CCS is actually a decent vehicle killer at range.


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