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Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

LOL.

Gonna keep my command squad as is.

If I'm gonna do a terminator command squad i'll just attach my Terminator Captain to my assault term squad.

   
Made in us
Nasty Nob






Joplin, Missouri

One piece of advice: Go all TH/SS. Some would call it cliche, but hey why not. That 3++ is to die for. If you want some LCs then throw a pair on your Termie HQ choice.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Bounding Assault Marine






that is what I did...
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Hmmmm. so convert my Storm bolter/Powerfist sergeant to TH/SS.

Hmmmmmmm what about giving the Standard Bearer a Storm Shield? Sure he can't do much but stand there looking heroic, but he'll survive much better.
An Apothecary with a Thunder Hammer.....Interesting...
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

i think the SB can have any wargear he wants

not sure though

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!!! 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Actually I've got it. Standard Bearer with Thunder Hammer, Apothecary with Storm Shield.
   
Made in us
Rotting Sorcerer of Nurgle





Apoth can't take gear, he's not a Vet technically RAW-wise.
Everyone else can take gear (even standard bearer).
The champion is arguable both ways.

In addition...TH/SS Command Squad HuH?

Seriously... if you go Combat, take Ass Termies.
If you go shooty vs. hordes, take Tac Termies.
If you go special weapon spam take the Command Squad.

If you want something just 'because', then fine, but know that the TH/SS is the best value you'll get for taking the combinations ot TH/SS while anywhere else is horribly cost-ineffective.

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.
 
   
Made in ca
Rough Rider with Boomstick





Ontario

The whole squad, IMO, is considered vets.
For my command squad, I would take:
As many power fists as possible.
1 meltagun
1 flamer
1 Company Standard
1 Company Champ
As many SS as possible, or CS.

This message was edited 1 time. Last update was at 2010/04/06 21:47:57


I have 2000 points of , called the Crimson Leaves.
I will soon be starting WoC, devoted to
I have 500 points of , in blueberry and ice cream (light grey and light blue) flavour. From the fictional world Darkheim.
DarkHound wrote:Stop it you. Core has changed. It's no longer about nations, ideologies or ethnicity. It's an endless series of proxy battles, fought by mercenaries and machines. Core, and its consumption of life, has become a well-oiled machine. Core has changed. ID tagged soldiers carry ID tagged weapons, use ID tagged gear. Nanomachines inside their bodies enhance and regulate their abilities. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored, and kept under control. Core has changed. The age of deterrence has become the age of control. All in the name of averting catastrophe from weapons of mass destruction. And he who controls the battlefield, controls history. Core has changed. When the battlefield is under total control, war... becomes routine.

 
   
Made in ca
Decrepit Dakkanaut





JSK-Fox:

The rules suggest otherwise. A Command Squad has models called "Veterans" with a standard line of characteristics, and a model called an "Apothecary" with a standard line of characteristics. Apothecaries are not Veterans, for the purposes of options that apply to Veterans.

Something also to mention about the difference between the Forgefather and a Captain is that the Forgefather does not allow you to take a Command Squad, and frankly they're the best source of Plasma Guns that a Space Marine army has. Stick them in with a Libarian with Null Zone and Gate of Infinity and you have a wonderful fire team to send to hotspots.

Something nobody has mentioned is Marneus Calgar's God of War rule. It's like an upgrades version of Rites of Battle and Combat Tactics where instead of either choosing to fail or rolling on Ld10, you can choose to pass or fail. In other words, you will never run away until you want to, and will never sustain No Retreat wounds. Calgar is expensive though.
   
Made in us
Rotting Sorcerer of Nurgle





Wasn't it arguable that God of War causes No Retreat wounds?
And yes, he is expensive for that perk that really only benefits MSU lists with lots of infantry, less of a mechanized list.

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.
 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Well i'm gonna give my Apothecary a bolt pistol and chainsword. My standard bearer will have a thunder hammer (if I can convert it to being a left handed one) and the Sergeant and Company Champion i'm leaving alone.

It'll be a pretty close combat style squad with a bit of firepower from the storm bolters of the captain and sergeant.
   
Made in us
Preacher of the Emperor




Boston, MA

Sanctjud wrote:Wasn't it arguable that God of War causes No Retreat wounds?
And yes, he is expensive for that perk that really only benefits MSU lists with lots of infantry, less of a mechanized list.


Only if you choose to fail the LD test and get caught in the sweeping advance as normal. Otherwise, SM don't suffer no retreat wounds on a passed leadership roll.
   
Made in gb
Regular Dakkanaut





Relic blade is the best weapon for the Captain to have. You can always give him Melta Bombs as well if you are worried about Dreadnaughts.

Storm Shields are nice, but he does have an Iron Halo already so he does not need it. If you still want a ranged attack with Blade/Shield the Captain can take an Aux Grenade Launcher as an additional weapon.

Battle reports and random musings on my blog - http://lyracian.blogspot.com/ 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

I'm not giving my captain a Storm Shield Lyracian.
I was tempted by the Aux Grenade Launcher, but I want him to have a storm bolter and power weapon..

Wondering if I can do a conversion to have his Storm Bolter wrist mounts (a la Pedro Kantor / Grey Knights), then model the power axe as being wielded by two hands.....
   
Made in us
Rotting Sorcerer of Nurgle





You can give him what you want...just note the SB and PW is a pretty substandard build.

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.
 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

he'll have a relic blade and Storm bolter.
   
Made in se
Crafty Clanrat




Stockholm, Sweden

A lot of people here have used the argument that you shouldn't take regular captains, because there are special character captains that bring a lot more to the table.

Am I the only one who thinks the regular Space marine tactics is worth having? Having the ability to fall back from enemy melée specialists, or alternatively, fall back your own melée specialists during the enemy's assault phase, to get another charge the next round, is in my opinion great, and underrated.
   
Made in us
Rotting Sorcerer of Nurgle





Well, if you want to keep Combat Tactics and don't want Biker troops you could always just get a Libby...at least for the hood.

Else there's the Chappy and MoTF.

Captain is really there for the Biker Troops...his combat muscle is not that impressive all alone and is points intensive to get him beefed up for it.

As for Combat Tactics itself, the application is limited and specific. In addition there is a Risk/Reward mechanic as well, it can back fire totally.

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.
 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

DIdn't know you could do that.....

I know you can automatically fail morale tests if need be and regroup.....

And quite honestly the reason you go for a Command Squad in my opinion (although to REALLY make it worthwhile change your captain to chaper master and take Honour Guard) is the ability to put a LOT of damage into the enemy AND keep your troops morale up at same time.
   
Made in us
Rotting Sorcerer of Nurgle





worthwhile change your captain to chaper master and take Honour Guard) is the ability to put a LOT of damage into the enemy AND keep your troops morale up at same time.


Chapter Masters are not worth it. The extra shot that must scatter is meh and the Honor Guard....just take terminators IMO.

What do you mean by keeping the troops morale up? Masters and Honour Guard don't do that directly... do you mean the standard bearer?

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.
 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Yup.

Admittedly you have to go pretty far to make SM take a leadership / morale test. but i'd rather have my guys stick and fight than run to the edge.
   
Made in us
Rotting Sorcerer of Nurgle





Yea, but all you need is the command squad with the bearer, not the Honour Guard.

In addition, I only think they affect morale, not all leadership tests.

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.
 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

The only thing I like about the Honour Guard is they get Artificer armour as standard. And any member can take a Relic Blade....
   
Made in us
Rotting Sorcerer of Nurgle





The problem with that is, Ass termies are more cost effective and don't require a Chapter Master.

Art armor is nifty but the 3++ is more important...and relics are just more points on something that's already expensive per model.

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.
 
   
Made in se
Crafty Clanrat




Stockholm, Sweden

The librarian is pretty good yeah, but I think the Command Squad is rather attractive. Fit them in a razorback or drop pod, and you can have a pretty mean melta/plasma/melee squad, that are tough to kill(what with the apothecary)
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

I don't have any plasma in my squad....

I've got a Assault guy with a TH/SS

Company champion with combat shield and Power Sword.

Veteran Sergeant with Storm Bolter and soon-to-have Power Sword

Apothecary with bolt pistol and chainsword.

Standard Bearer with chainsword (and possibly plasma pistol holstered)

I KNOW the point of the command squad is to get every special weapon you can have on it, but at the end of the day a CS at 208 points is tough and effective as far as points go I think.
   
Made in us
Sure Space Wolves Land Raider Pilot




Dallas Texas

I am growing atached to the idea of having a squad running around with 4 plasma guns in a pod. Throw the commander in there with a Plasma pistol or combi plasma and thats pretty hot. 216 points in a drop pod. of course it would hurt to have a gets hot roll on these guys.

"STRIKE WITH ALL YOUR MIGHT!!!!"
2,000 points and Growing
3,000 Points and Waiting 
   
Made in us
Nasty Nob






Joplin, Missouri

What are you wanting to do with said Plasma? Gun down MCs, MEQs, Termies, or are you looking for a catch-all weapon? I think that (in regards to a drop pod role) you should look at Sternguard. The Special Issue Ammo is better suited for multiple roles, you have access to nearly every weapon immaginable, and you have Ld9 and 2 attacks base.

@Corennus: I would definately heed Sanctjud's advice on this. You are still spending less with a squad of ass-termies (200). You have a 3+ Inv, multiple Thunderhammer attacks, and 2+ termie armor. True with the CS you are getting nifty stuff like an Apothecary and a Std Bearer, but at the end of the day this is a 6man squad (with the character) that is dying to plasma. Ass-termies will shrug that off and are just as likely to stand up to the scary stuff.

I have a Command Squad at home and I am looking forward to painting/playing them, but they are a "for fun" unit only. I suggest some playtesting with each unit and see what you think of it. That's the best way to decide.

Good luck regardless.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in gb
Regular Dakkanaut





The only advantage Honour Guard have over Terminators is they can fit in a Rhino.

@Corennus - Storm Bolter & Relic Blade is a nice combo. It gives you a cheap leader who is decent in melee.

@Giant Moth, you are not the only player. Some of us just fine Combat Tactics rather limited. It works best for a gun line army to run away from the enemy in the shooting phase. Trying to disengage from melee is difficult and you do not always get 6" away from the opponent so you can auto-rally with ATSKNF.

Last night my Tyranid spore scattered 11" and was just a couple of inches from the marine board edge so I was able to run two broken squads off the table without even having to chase them.


Battle reports and random musings on my blog - http://lyracian.blogspot.com/ 
   
Made in ca
Decrepit Dakkanaut





Actually the trick to using Combat Tactics to escape from assaults is to layer your forces, typically using a Dreadnought to backstop a unit of infantry. Because the enemy can't consolidate within 1" of the back-stopping unit, the unit that uses Combat Tactics to Fall Back has a pretty good chance of making it 6"+ away, if they're regular infantry and further if Jump Infantry or Bikers. Finally you can pull friendly units out of losing propositions by using a Dreadnought to counter-charge the unit. Dreadnoughts only have three attacks on the charge, if you're lucky, so it'll even out the combat, the infantry can retreat, and the Dreadnought chews on the offending unit for a bit while the infantry go shoot someone up.
   
 
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