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Made in dk
Guardsman with Flashlight





Hey there!

I'm assembling my Company Command Squad and am wondering: What the hell do I bring?

What is good to add in it?

I know I'll bring a Vox Caster, but not more than that.

So what do I bring?

Thanks!
   
Made in us
Lone Wolf Sentinel Pilot






I would not suggest this for any old occasion, but I usually pack a power fist and let my commander jump into action at the front lines. Reason is that I generally play 'Crons, where the only difference between shooting at each other and punching each other is at least I can get any save at all in CC.
So, with me, gun lines and orders don't really work well, so I bring the fist in case the commander runs into a lord or overlord with 2+ armor. If challenging said overlord or lord is how I feel, I may bring carapace armor as extra insurance against that war scythe.

...Of course, at this rate, I'm beginning to experiment with colonel straken, who can't be ID against s7, basically has a full initiative eviscerator in CC, and a nice 3+ armor. Perfect way to make it personal with those Necrons.

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Made in dk
Guardsman with Flashlight





 KommissarKiln wrote:
I would not suggest this for any old occasion, but I usually pack a power fist and let my commander jump into action at the front lines. Reason is that I generally play 'Crons, where the only difference between shooting at each other and punching each other is at least I can get any save at all in CC.
So, with me, gun lines and orders don't really work well, so I bring the fist in case the commander runs into a lord or overlord with 2+ armor. If challenging said overlord or lord is how I feel, I may bring carapace armor as extra insurance against that war scythe.

...Of course, at this rate, I'm beginning to experiment with colonel straken, who can't be ID against s7, basically has a full initiative eviscerator in CC, and a nice 3+ armor. Perfect way to make it personal with those Necrons.


That's some good points, thanks
Do you think go for fighting Tau as well?
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

What does the rest of your army look like?

If your army relies on Orders, then a Vox isn't a *terrible* idea even though I haven't had much luck with them. But it's risky, since that's one less BS4 special weapon.

If your army doesn't rely on Orders, drop the Vox and bring another Special weapon. A CCS can be a very powerful special weapon squad, able to dish out quite a bit of pain with 4 BS4 weapons.

EDIT: I'm not a fan of Carapace either. It always seems to be overcosted, and I found that if the other player wants your CCS (or any other squad really) dead, that 4+ won't stop them. 4+ or not, their still only 5 T3 1 wound characters. If carapace was cheaper I would, but at the current price nah..

This message was edited 1 time. Last update was at 2013/11/15 21:26:39


DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
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6mm Napoleonic's (Prussia, Russia, France, Britain) 
   
Made in us
Executing Exarch





McKenzie, TN

What sort of army is this supposed to be supporting?

If you want to support a gunline then a banner is great. A single heavy weapon can be beneficial. Vox casters are only semi useful and only useful at all if you took vox casters on your IS.

If you are running mechvet then 4x plasma or melta is much better. Perhaps with some carapace.

The best advice I can give you is keep them cheap as you can sink far more points than is wise into them.
   
Made in us
Boom! Leman Russ Commander






I would say it depends on what you want it to do and how your gonna use it.
I have used the2 bodyguard, MoF and astropath combined with 4 plasmas or flamers and popped them off a vendetta to great effect. likewise, sitting in the middle of your army in a chimera with a las cannon, 2 bodyguards and 2 advisors is good too.

Something I almost always take is an astropath and a master of the fleet. This because at tourneys, you always have someone deep striking or using flyers. Of course, don't take the astropath if your not using anything that comes in later lol.

For modeling, I would say make all the special weapons (flamer, plasma/melta if you need more bodies for the arms, don't be afraid to cannibalize a regular infantry squad. This will help give you more options and the ability to trade them in and out without having to buy the metal pack of them.

I would say, don't put the pistol in the commander's hand. use the holstered version of it. This way, it can always be whatever pistol you want it to be, las, bolt or plasma, its holstered so will be wysiwyg regardless. The same can be said for the sword, chain or power, sheathed it can be either and is wysiwyg. I like to use the sheathed catachan one for that.

heavy weapons...
I put the gunners on 25 mm round bases. Each pair has a "remote control" grips in his hands while the other is pointing. The missile launcher I modeled onto a standing guy, the morter I put on a termy base. the auto cannon, heavy bolter, las cannon, I put onto horse bases (using other objects as the missing 2 tripods and did not attach the ammo/batteries). Then, when I use a heavy weapon I put whatever combination I need onto the big 60mm base. Effectively lets me spend a fraction on heavy weapons while having the options for them all. As discussed in another thread, don't be afraid to put a guy standing on a heavy weapons base instead of 2 gunners. Will help you spread your gunners wider to use more heavy weapons anyway. Might be a good idea to invest in a few extra 60mm bases as you will be able to field more heavy weapons than you have bases for.

Ogryn-
I made mine using fantasy ogres and autocannons. I cut the excess barrel length out behind the muzzle and then put the muzzle back on. Makes a great ripper gun for feral looking ogryn that cost a fraction of the merals.

Demo charges-
I use spare gas cans. Put a magnet into the bottom of the can and another under a base, easily removed. Actually looks good and if fluffy. Besides, we ALL have spare gas cans. lol

Commissars-
Officers from the tank models. I made up a load of these guys with a variety of armaments for free (well, using only spare parts)

Servitors-
catachans often have the goofiest expressions. I magnetized the right shoulder and the left of spare heavy bolters and bam, easy servitor. Just exaggerate the goofy look on the face. To make close combat ones, I magnatized a few buzzsaws from the old catachan walkers.

This message was edited 1 time. Last update was at 2013/11/15 21:39:20


clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in dk
Guardsman with Flashlight





Thanks for all the advice folks! Not entirely decided on what kind of army I'll run yet, so thanks!
   
Made in gb
Is 'Eavy Metal Calling?





UK

For Leadership:
Standard is essential.
Vox if you're running blobs with them.
Lascannon or mortar if you want some sit-back shooting.
MOO as above.
Possibly Creed if you have points (not a priority)

For shooting:
4 plasma/melta. Simple.
Usually a Chimera.

For flier/outflank heavy armies:
Astropath is essential.

For CC fun:
PF on Commander (or just take Straken)
Attach 2x Eviscerator priests
Maybe a PFLord Commissar as well.
LP/CCW on all.

Don't try and mix roles really, pick one and stick to it for best results. Don't be afraid to take 2 CCS if you feel you need more orders coverage or want 2 different types.

 
   
Made in us
Boom! Leman Russ Commander






Anymore, I don't usually use a command squad. I usually opt for the veteran harker squad with cammo and a commissar lord behind an ADL for the 2+ save, firepower (I also add in a las cannon) and anti aircraft ability. it is an amazing sponge squad that soaks up a lot of shots and never really fails a leadership test. Flamers and close bombat kill it though so it's gotta be protected.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in se
Loud-Voiced Agitator





 Paradigm wrote:
For Leadership:
Standard is essential.
Vox if you're running blobs with them.
Lascannon or mortar if you want some sit-back shooting.
MOO as above.
Possibly Creed if you have points (not a priority)

For shooting:
4 plasma/melta. Simple.
Usually a Chimera.

For flier/outflank heavy armies:
Astropath is essential.

For CC fun:
PF on Commander (or just take Straken)
Attach 2x Eviscerator priests
Maybe a PFLord Commissar as well.
LP/CCW on all.

Don't try and mix roles really, pick one and stick to it for best results. Don't be afraid to take 2 CCS if you feel you need more orders coverage or want 2 different types.


Pretty much this. If you fear enemy deep strikers/outflankers you might also want to bring along an Officer of the Fleet (you might think he costs a lot, but the tactical advantage of delaying enemy reserves might in practice win you the game).

I've personally found that the role of the PCS is a little bit harder to pin down in a gunline army.

When running 2 CCS, have you ever had duplicates of any advisors and what are your opinions on this?
   
Made in gb
Is 'Eavy Metal Calling?





UK

I don't tend to run 2 CCS (I usually default to Primaris and LC) but the only advisors I can see would be worth duplicating would be the MOO. Everything else is either not that useful in the first place or does not stack/is not worth stacking. If OOTF stack then they might be worth taking against flier-heavy armies, but I don't think they do.

As for PCS, the best place for them in a gunline is behind the lines with 4 flamers. Whatever kills its way through the infantry line is getting burned. Very burned.

 
   
Made in lv
Dark Angels Neophyte Undergoing Surgeries




Yeah, I have the same problem, starting IG army, I've got 20 bodies(like 15 of them are kneeling :/) and I have no clue what to do with them lol.

I'm planning using IG as allies, primary for tanks, a flier maybe and surgical use of special wep teams and such things.
   
Made in us
Boom! Leman Russ Commander






Don't fool with duplicates of advisors. Their effects don't stack so two masters of the fleet do not give them a -2 to their rolls. Of course, an astropath is useless if you aren't using reserves, flyers or outflankers. To be honest, the master of ordinance is usually a waste of time as it is just too unreliable in my opinion although others swear by them, I just don't.
As reserves, I wouldn't go with the infantry platoons. In that role, veterans would likely be your more points efficient choice for a troop.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Company Command Squads are pretty easy to kill and a high priority target due to slay the warlord and getting rid of orders.
I'd run a Lord Commissar as your main warlord first off to take the heat off the CCS, and then either stick them in a chimera or give the squad camo cloaks and a medic. A 4+ cover save from the cloaks (assuming you stay behind other squads) and the 5+ fnp will help more than just carapace armor.
Not too big a fan of bodyguards, too expensive for my tastes, but if your army depends on those orders, then they might be necessary.
   
Made in au
Navigator





Australia

An all round CCS that I use and find to work well looks like this, has a nice combination of firepower, durability and utility.

Company Commander with Power Weapon/Fist/Plasma Pistol
Veteran with Banner
Veteran with medic-pack
Veteran with Plasmagun
Veteran with Plasmagun
One Regimental Adviser (dependent on game)
all with Carapace Armour


('');1750Elysian Inquisitional D-99 Task Force
('');1750 Red Scorpions
3500 HH Ordo Reductor
3000 HH Iron Warriors


 
   
Made in us
Rough Rider with Boomstick





United States

Just a MoO and astropath since I use artillery and vendettas, otherwise I give them all flamers and put them in a flamer/flamer chimera.

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Made in us
Boom! Leman Russ Commander






Badablack, I agree. I think bodyguards are a lil on the expensive side. I play a lot of tournaments and the secondary objectives like slay the warlord play a VERY important role in tourneys so I find people go after HQ hardcore (easier to kill a squishy guard hq than it is to kill off marneous calgar and friends lol). That's why when I took HQ squads, I included them as ablative wounds for the commander. As you said, that's a big reason why I pretty much stopped using them, Of course, I'm also absent minded and forget about giving orders so find paying the higher point cost for the ability to give them often goes wasted lol.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Pyromaniac Hellhound Pilot





I like bringing the power fist and plasma pistol - it makes for a nice surprise for anyone trying to ambush the warlord, and if you have the spare points, giving them carapace can turn the unit into an amusingly light countercharger. The pistol is especially essential. Astropath is great if you take reserves, especially aircraft or Marbo - my lot never leave home without one, even if he does give them the creeps. He also acts as a meatshield after reserves show up, so bonus points there, you filthy psyker mutant! Master of Ordinance is also great fun, if you've got the points. It's another template of death dropping on the enemy. You can never have too many of those!
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

WARNING DO NOT ATTEMOT THIS IF YOU CCS IS YOUR WARLORD!!!!!

Give the commander 2x Plasma Pistols and the 4x Vets Plasmaguns and drop them out of a Vendetta to whack something of high value. The Commander can order himself to boost himself and his boys. Its great to be able to force your opponent to re-roll cover saves or allow yourself to re-roll to hit rolls.

You could also do the same thing with 4x meltas and the Commander can have a fist and/or melta bombs and go after tanks.
   
Made in us
Incubus





Georgia

I run:
Commander - plasma pistol, power maul
Vet - medic
Vet - sniper x3
Officer of the fleet
Carapace armor

   
Made in us
Potent Possessed Daemonvessel





If you aren't running the suicidal plasma death squad, a good alternative is putting the commander on the quad gun/icarus of the Aegis defense line you undoubtedly took (I like the Icarus so I can keep the gun and its squad way back). The rest of the squad takes a lascannon, a master of ordnance, banner to keep nearby heavy weapon teams in line, and the last slot is your choice (sniper rifle?). Pepper camo cloaks and advisors to taste.

Now you can enhance this unit with an Inquisitor with a Conversion Beamer, some servo skulls, and if you really want, divination.

This message was edited 1 time. Last update was at 2013/11/16 17:12:53


Fluff for the Fluff God!
 
   
Made in us
Regular Dakkanaut





Why more than one servo skull? Doesn't it just prevent infiltrators from showing up close to your warlord?

This message was edited 1 time. Last update was at 2013/11/16 18:26:04


 
   
Made in us
Boom! Leman Russ Commander






You actually WANT them to pop in next to coatez. bwa ha ha.

Your weapons that use the blast templates scatter d6 less if close to a servo skull. the same goes for your deep striking units, so could be great when firing ordinance near one. A manticore battery scattering d6 less? Yes please. The bad part about this this effect have a 12 inch range from the skull. Outside that 12 inches and the shot goes back to normal. This would not be so bad except that if an enemy model gets within 6 inches of the skull, the skull is removed from the table. That means to use that effect ya gotta get them REAL close to the enemy and they are easily removed just by moving near them. Essentially a one trick pony that's only useful is you get first turn or gamble/win stealing initiative.

This message was edited 1 time. Last update was at 2013/11/16 18:46:34


clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Place them in the open so if your opponent moves close to them to remove them from play you can catch him with his pants down in the open.
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




I run with 4 infantry squads and heavy weapons teams, so I got with 2 CCS.

Generally, they're more designed for longer range, so I go with a vox, standard (both offer Ld re-roll, either for orders or just for Ld) 2 plasmaguns with the commander having a boltgun. The Voxcaster and the standard usually have their lasguns...and usually end up being the ones making the wounds too, go figure....

   
Made in gb
Rough Rider with Boomstick





England

I've always run a Chimera for my CCS. Against non-cron armies the opponent focuses the AT on your LRBTs/artillery, and can neglect the little AV12 tank, especially if you have a LC so StW doesn't apply to the CCS. A medic is good against AI armies, as is carapace but I wouldn't take both otherwise it's 55 pts without advisers.
Banners are great with Morale issues.
MOO is the best advisor IMO, unless you run flyer/reserve spam, in which case bring an astropath.

"The galaxy knelt before us once, and it will do so again"
"'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"

Check out my 40k YouTube channel; http://www.youtube.com/channel/UCSa11XXA7HlmoLTSCy8NuwA 
   
Made in us
Daemonic Dreadnought






I run no nonsense command squads.

CCS 4 meltas or 4 plasmas maybe swap one for a banner. I never bother with anything else when running a competitive list.
PCS is 4 flamers or 3 and a vox. The CCS doesn't need a vox when giving themselves orders at ld9. The only orders that really need a vox is FRFSRF and get back in the fight which the PCS can issue.

MOO is super random if the CCS is inside a Chimera and is questionable unless it's a very high point game. If on foot it's still super random with bring it down, but twice as good. You're not going to hit what you're aiming at but it is 2 chances to scatter a 9/3 large pie into random nearby unit.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in se
Loud-Voiced Agitator





 Paradigm wrote:
I don't tend to run 2 CCS (I usually default to Primaris and LC) but the only advisors I can see would be worth duplicating would be the MOO. Everything else is either not that useful in the first place or does not stack/is not worth stacking. If OOTF stack then they might be worth taking against flier-heavy armies, but I don't think they do.

As for PCS, the best place for them in a gunline is behind the lines with 4 flamers. Whatever kills its way through the infantry line is getting burned. Very burned.


Obviously the re-rolling effect of the OOTF and Astropath don't stack, but there's nothing in the codex itself to imply the bonus/malus to reserve rolls do not stack - apparently a quick check reveals this was "fixed" in a FAQ however. Oh well.
   
Made in gb
Longtime Dakkanaut





I usually play:
Chimera + 4 plasma + carapace (so when your chimera gets blown up you don't loose too many guys (drop 2 wounds on company commander).

That said last time I fired with the squad I got 4x1's and failed every saving throw, was pretty funny, they jumped out of their chimera and vaporized themselves.

I'm thinking inquisitor with conversion beamer + lvl 1 divination (100pts) + company command squad with lascannon in chimera (125pts) would be quite nice. Give the reroll cover saves command and you have presience too.

Still 225 points for a twin linked conversion beamer and lascannon in an AV12 vehicle isn't amazing. Especially if you are snap firing when your chimera gets blown up.
   
Made in ca
Hurr! Ogryn Bone 'Ead!





Canada

You can't have your Inquisitor embark in an allied vehicle, wtnind. You'd have to have your inquisitor join a squad of henchmen who bought their own chimera to ride in.

 Paradigm wrote:
The key to being able to enjoy the game in real life and also be a member of this online community is to know where you draw the line. What someone online on the other side of the world that you've never met says should never deter you from taking a unit for being either weak or OP. The community is a great place to come for tactics advice, and there is a lot of very sound opinions and idea out there, but at the end of the day, play the game how you want to... Don't worry about the hordes of Dakka descending on your gaming club to arrest you for taking one heldrake or not using a screamerstar. Knowing the standard opinion (and that's all it is) on what is good/bad and conforming to that opinion religiously are two entirely separate things.
 
   
 
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