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Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

In 6th edition, four grav-guns was the preferred choice for a White Scars command squad - after all you could shoot with full effectiveness while still being on a T5, FNP, 3+ /4+ jink platform.

But 7th edition has changed thing. Now getting your (excellent) jink save drastically reduces your firepower, by a factor of 75% in fact. Your opponents can shoot AP3 or better weapons at your command squad, forcing you to choose between losing valuable models or losing firepower. You can still buy storm shields, but that just makes the squad even more expensive.

So has the time come to re-visit this squad, and switch over to close combat? After all White Scars are pretty good there with S5 Hammer of Wrath hits and Hit and Run. More importantly, a White Scars command squad tooled for close combat can still jink (even better now as they can do it on turn one), without affecting their CC ability in any way. Add in the fact that charging bikes are not slowed by cover, and things are looking pretty much better overall. It iwll still struggle against super close combat units, but should be able to shred most things pretty well.

How are people experimenting with their WS command squads in 7th edition? Is a close combat squad worthwhile? And if so what's the best way to run them?

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in gb
Is 'Eavy Metal Calling?





UK

I'm thinking a squad with Power Lances would be rather effective and very fluffy to boot. As you say, with Jink you gain in defence, but lose nothing in assault, and with Hit and Run you can get a few charges off to gain the bonus of the lances repeatedly.

Obviously you need a CC character in there too, to make the most of it, but a CC Command Squad will work nicely.

Also, even with Snap-Shots, the TL bolters still have a decent-ish chance to hit a few times.

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

On paper, a CC command squad looks like it could be a lot of fun. Would be worth testing out.

   
Made in us
Never Forget Isstvan!






Storm shields + power fist on white scars command squad.

the Storm shield is only 10 points on CS vets. You cant buy a 3+ invun for that cheap anywhere else in the game.

Since you have a shield, might as well take a fist since you wont be getting an extra attack anyway and with hit and run you will be getting the charge off.


4 grav guns, 4 shields, 4 Pfists, apothecary, bikes 350pts.

Seems expensive, but compare it to a 10 man sternguard squad with combi weapons and you'll see its a very efficient unit.

Keep in mind with khan giving them scout you are usually in your opponents deployment line turn 1 shooting with your grav guns. You never need to jink and with a tankmaster attached you will not die to your entire enemies army shooting for at least 2 turns (which is gonna frustrate him immensely).

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Made in us
Longtime Dakkanaut




Indiana

I am probably still gonna run my two grav, two storm shield unit in 7th. Combined with my tank commander there is no reason to jink for awhile until my tanking squadmates are dead.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Made in us
Preacher of the Emperor




Boston, MA

I'm going to stick with my 5x grav gunner squad for now. So far, my experience has been that with the attached chapter master jinking is highly situational and sometimes not even required. Plus there is usually enough terrain to run into for 4+/5+ cover to offset some of the damage.
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

I was wondering about taking a two mauls and two axes - a versatile unit able to deal with multiple threats, and if the mauls cause a wound they guarantee I also get to strike with the axes against bigger targets...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Not contradicting anyone, but I use lightning claws and one PF. Since I'll see more xenos and guard than PA or TDA in my local meta the rerolls combine well with the Emperor Ascendant and hit and run to allow my CS to just destroy large units. The PF is so I can multi assault a vehicle or such.

I should add that in my current list I have two allies (we run three detachment max). So in my CS, Khan, Sammuel, and Gorgon Chain/TH Chapter Master on bike are all together... so AP 2 is covered fairly well too.

This message was edited 1 time. Last update was at 2014/06/07 15:03:33


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