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![[Post New]](/s/i/i.gif) 2012/01/08 17:54:34
Subject: Equipping Company Command Squads
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Rebel_Princess
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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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Roll up roll up and join Da Kroozin Klanker's squadron of Killa Kans, PM me or look at the Waagh Dakka article for info! |
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![[Post New]](/s/i/i.gif) 2012/01/08 18:04:19
Subject: Equipping Company Command Squads
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Bounding Ultramarine Assault Trooper
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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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1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts |
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![[Post New]](/s/i/i.gif) 2012/01/08 19:27:26
Subject: Equipping Company Command Squads
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Servoarm Flailing Magos
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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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Codex: Bears.
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![[Post New]](/s/i/i.gif) 2012/01/08 19:29:45
Subject: Re:Equipping Company Command Squads
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Fixture of Dakka
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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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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
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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![[Post New]](/s/i/i.gif) 2012/01/08 23:13:03
Subject: Re:Equipping Company Command Squads
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Infiltrating Hawwa'
Through the looking glass
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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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“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”
― Jonathan Safran Foer |
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![[Post New]](/s/i/i.gif) 2012/01/08 23:26:28
Subject: Equipping Company Command Squads
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Shas'o Commanding the Hunter Kadre
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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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![[Post New]](/s/i/i.gif) 2012/01/09 10:55:40
Subject: Equipping Company Command Squads
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Rebel_Princess
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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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Roll up roll up and join Da Kroozin Klanker's squadron of Killa Kans, PM me or look at the Waagh Dakka article for info! |
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![[Post New]](/s/i/i.gif) 2012/01/09 11:02:13
Subject: Equipping Company Command Squads
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Fighter Pilot
Townsville, Queensland
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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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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 "
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
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![[Post New]](/s/i/i.gif) 2012/01/09 11:16:42
Subject: Equipping Company Command Squads
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Rebel_Princess
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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.
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This message was edited 1 time. Last update was at 2012/01/09 11:19:33
Roll up roll up and join Da Kroozin Klanker's squadron of Killa Kans, PM me or look at the Waagh Dakka article for info! |
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![[Post New]](/s/i/i.gif) 2012/01/09 11:41:45
Subject: Equipping Company Command Squads
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Fighter Pilot
Townsville, Queensland
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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. Automatically Appended Next Post: Also your welcome by the points thing.
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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 "
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
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![[Post New]](/s/i/i.gif) 2012/01/09 16:32:31
Subject: Equipping Company Command Squads
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Wrathful Warlord Titan Commander
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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.
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This message was edited 1 time. Last update was at 2012/01/09 16:33:48
How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " |
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![[Post New]](/s/i/i.gif) 2012/01/09 17:10:42
Subject: Equipping Company Command Squads
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Junior Officer with Laspistol
Manchester, UK
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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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![[Post New]](/s/i/i.gif) 2012/01/09 20:44:58
Subject: Equipping Company Command Squads
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Hellacious Havoc
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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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2000 Iron Warriors 1/0/0 Bloodaxe Orkz 4/0/1
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![[Post New]](/s/i/i.gif) 2012/01/10 01:18:25
Subject: Equipping Company Command Squads
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Fixture of Dakka
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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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"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
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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![[Post New]](/s/i/i.gif) 2012/01/10 01:36:57
Subject: Equipping Company Command Squads
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Decrepit Dakkanaut
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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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