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![[Post New]](/s/i/i.gif) 2012/10/24 03:03:34
Subject: Space Marine Command squad, 6th Ed
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Irradiated Baal Scavanger
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Good day, fellow defenders of the Imperium.
Having tired of charging at the enemy with my Blood Angel successors (the Crimson Gladiators..heh  ) I've started a Storm Wardens army. Fluff says their speciality is mechanized warfare.
Anyways, the question at hand is I've modelled my commander with a powerfist and storm bolter so he can be used as Pedro whenever I feel like it. Most of the time im going to run him as a regular captain, and was wondering what to outfit his command squad with.
Traditionally, in 5th command squads that weren't mounted on bikes had two ways they could be built-
1. As a beatstick, armed with power weapons, storm shields. They charge into a fight with the captain in tow.
2. As a plasma squad, with 4 members armed with plasma weaponry, blasting out death.
I personally wanted a shooty squad myself, and like the plasma build. But according to 6th Ed FNP cant be taken against the Get's Hot rule..darn it.
So how do I outfit them?
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We are death. Fight hard brothers, the Emperor watches. |
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![[Post New]](/s/i/i.gif) 2012/10/24 03:28:22
Subject: Space Marine Command squad, 6th Ed
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Regular Dakkanaut
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I've been having a lot of success running a command squad as follows:
Command Squad -285
-4x Plasma Guns, 4x Flamers
While I do enjoy blasting elites with my plasma guns, the utility the squad brings of melting pathfinders, annoying Guard squads hanging out behind aegis lines etc.
Its still pretty cheap, T5 and FNP. I have the mobility to move around and get to where i need to go.
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![[Post New]](/s/i/i.gif) 2012/10/24 03:49:20
Subject: Space Marine Command squad, 6th Ed
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Irradiated Baal Scavanger
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Interesting. I was wondering if combi-weapons would perhaps serve them better than special weapons?
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This message was edited 1 time. Last update was at 2012/10/24 03:53:58
We are death. Fight hard brothers, the Emperor watches. |
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![[Post New]](/s/i/i.gif) 2012/10/24 04:00:37
Subject: Re:Space Marine Command squad, 6th Ed
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Command Squads should have 4 special weapons. Either Plasma or Flamers.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/10/24 04:13:27
Subject: Space Marine Command squad, 6th Ed
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Maddening Mutant Boss of Chaos
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darkjedi203 wrote:
I personally wanted a shooty squad myself, and like the plasma build. But according to 6th Ed FNP cant be taken against the Get's Hot rule..darn it.
So how do I outfit them?
I think a Plasma Command Squad with FNP would definitely be the way to go, you could even toss them in a Razorback if needed. My question though is, where does it say that you cannot use FNP on an unsaved Wounds from the Gets Hot! rule?
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Renegade Guardsmen |
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![[Post New]](/s/i/i.gif) 2012/10/24 04:14:26
Subject: Space Marine Command squad, 6th Ed
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Smashotron wrote: darkjedi203 wrote:
I personally wanted a shooty squad myself, and like the plasma build. But according to 6th Ed FNP cant be taken against the Get's Hot rule..darn it.
So how do I outfit them?
I think a Plasma Command Squad with FNP would definitely be the way to go, you could even toss them in a Razorback if needed. My question though is, where does it say that you cannot use FNP on an unsaved Wounds from the Gets Hot! rule?
yeah, nothing prevents you from taking FnP against Gets Hot. It is a wound.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/10/24 08:02:30
Subject: Re:Space Marine Command squad, 6th Ed
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Tunneling Trygon
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If shooty, then go for a razorback or drop-pod. The lack of assualt on disembarking won't really hurt them.
If combat orientated then you really need to stick them in a land-raider so they can assault on disembarking and won't be left in no-mans land. However, you're then heading into TH/SS terminator range and they can take the LR as a dedicated transport as well as being cheaper! Compare 2+/3++ to 3+/3++ with FNP and they are essentially as tough as each other. I'd only ever really go shooty, but then again I only ever use mine on bikes.
For foot combat oriented I would tend towards honour gaurd rather than a command squad as they get a 2+ save and a power weapon as standard. Stick a few grenade launchers in there, give the chapter master hellfire rounds and they can still do a job from a razorback as they get a half decent roudn of shooting in before hitting combat.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2012/10/24 09:02:09
Subject: Space Marine Command squad, 6th Ed
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Tzeentch Veteran Marine with Psychic Potential
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Gets hot isn't a wound you take on the strength & AP of the weapon that got hot. It's just an automatic wound. You always get your save against it. Automatically Appended Next Post: somecallmeJack wrote:Gets hot isn't a wound you take on the strength & AP of the weapon that got hot. It's just an automatic wound. You always get your FNP save against it.
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This message was edited 1 time. Last update was at 2012/10/24 09:02:35
=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======
"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."
- Lord_Blackfang on moving large units
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![[Post New]](/s/i/i.gif) 2012/10/24 23:17:02
Subject: Re:Space Marine Command squad, 6th Ed
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Longtime Dakkanaut
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Command squads not on bikes are only good as they can do two different roles, cc and shooting. Flexibility is awesome.
Before a rhino was an option as you ran forward shooting from the turret plasma/melta fire, then could assault out the rhino.
Else you drop pod, shoot everything to death with melta but then keep back enough cc weapons to hurt the enemy in assault.
Now:
Drop pod is still an option. I would go 4 plasmas maybe some cc weapons, though this is mainly as it suits sternguard really well, as the sternguard can drop with heavy flamers and combimeltas to kill anything that doesn't need plasma fire. drop pods are really good in general.
Rhino now makes less sense as they can not assault which was the nice dual threat thing that made it work.
Footslogging, you can walk and shoot plasma guns 24'', this sounds very reasonable to me. I still wouldn't do this.
Razorback. In the right list what you want to do is razorback 6'' forward, deploy the command squad to give cover saves, then shoot for all you've got. Before you didn't want the command squad getting out, so the razorback would stop them firing. Now they can be more aggressive.
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![[Post New]](/s/i/i.gif) 2012/10/25 01:16:12
Subject: Space Marine Command squad, 6th Ed
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Gore-Soaked Lunatic Witchhunter
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I've been kicking around a bike/Storm Shield/power weapon concept in the back of my head; it seems like T5/3++/jink save/FNP could do a lot to keep them alive, if you got around the fact that it's a 355pt unit...
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![[Post New]](/s/i/i.gif) 2012/10/25 02:27:54
Subject: Space Marine Command squad, 6th Ed
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Rotting Sorcerer of Nurgle
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AnomanderRake wrote:I've been kicking around a bike/Storm Shield/power weapon concept in the back of my head; it seems like T5/3++/jink save/ FNP could do a lot to keep them alive, if you got around the fact that it's a 355pt unit...
For 5 models.
Honestly, no matter what you do, keeping them 'cheap' relative to other options in the codex is not gonna happen.
I think you'll want to put them to a focused role and go with the minimum needed.
I think the Command Squad bikers with 4 plasma guns is pretty good already.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2012/10/26 02:45:59
Subject: Space Marine Command squad, 6th Ed
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Irradiated Baal Scavanger
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So, to sum up..if on foot or in a Razor back, give four of them Plasma?
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We are death. Fight hard brothers, the Emperor watches. |
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