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![[Post New]](/s/i/i.gif) 2016/12/25 13:42:51
Subject: Artillery Company Command Squad loadouts
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Ultramarine Librarian with Freaky Familiar
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So, starting up an Artillery Company of my own, half Wyverns, half Basilisks, and a Manticore. Now, I'm just not sure what I want to do with the command squad.
I'm probably going to have some Guardsmen bubblewrapping and generally defending the tanks, but what can I put on the main CCS?
I'm certainly thinking of having all three Regimental Advisors (MoO, Astropath, and MotF) and pairing it off with a Volkov's Cane/Tactical-Auto Reliquary Senior Officer, and a Regimental Standard, Vox-caster, and Lascannon for the rest.
Is this a good strategy?
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They/them
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![[Post New]](/s/i/i.gif) 2016/12/25 16:10:17
Subject: Artillery Company Command Squad loadouts
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Regular Dakkanaut
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You might as well give them a Mortar instead of a Lascannon. Saves points, keeps your lynchpin unit out of LoS, and stays with the artillery theme.
Are you greatly opposed to Artillery Batteries over Basilisks? The ability to give them orders is priceless, plus they're tougher to knock out of commission.
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![[Post New]](/s/i/i.gif) 2016/12/25 16:23:14
Subject: Artillery Company Command Squad loadouts
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Lord of the Fleet
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With all those guns you probably won't have many points left to spend on a CCS, and few of the upgrades you suggest would actually serve any benefit. No reserves for the Astropath and Officer of the Fleet, the MOO may have some use but his effect will be minimal due to the large scatter.
The only way you'll really get some use out of them would be as the previous guy suggested and made them artillery batteries instead, so they can take orders, in which case the Tactical Reliquary would serve you very well.
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![[Post New]](/s/i/i.gif) 2016/12/25 16:30:35
Subject: Artillery Company Command Squad loadouts
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Ultramarine Librarian with Freaky Familiar
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GreenShoes wrote:You might as well give them a Mortar instead of a Lascannon. Saves points, keeps your lynchpin unit out of LoS, and stays with the artillery theme.
Are you greatly opposed to Artillery Batteries over Basilisks? The ability to give them orders is priceless, plus they're tougher to knock out of commission.
Is a Mortar a valid weapon? I was under the impression they weren't quite so good. Of course, the LOS is a good point.
I wasn't aware Artillery Batteries could be taken in the formation, seeing as they're FW?
I'm more interested in fielding this as the Formation, not in a standard CAD.
Valkyrie wrote:With all those guns you probably won't have many points left to spend on a CCS, and few of the upgrades you suggest would actually serve any benefit. No reserves for the Astropath and Officer of the Fleet, the MOO may have some use but his effect will be minimal due to the large scatter.
The only way you'll really get some use out of them would be as the previous guy suggested and made them artillery batteries instead, so they can take orders, in which case the Tactical Reliquary would serve you very well.
Apologies, this isn't the entirety of the army, so there would be more reserves and other units alongside this.
I'm just looking at this as an isolated Formation, with the CCS being essential in it. As far as I know, the FW Artillery Batteries can't be taken in the formation.
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They/them
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![[Post New]](/s/i/i.gif) 2016/12/25 17:18:38
Subject: Artillery Company Command Squad loadouts
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Unrelenting Rubric Terminator of Tzeentch
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GreenShoes wrote:You might as well give them a Mortar instead of a Lascannon. Saves points, keeps your lynchpin unit out of LoS, and stays with the artillery theme.
Are you greatly opposed to Artillery Batteries over Basilisks? The ability to give them orders is priceless, plus they're tougher to knock out of commission.
Valkyrie wrote:With all those guns you probably won't have many points left to spend on a CCS, and few of the upgrades you suggest would actually serve any benefit. No reserves for the Astropath and Officer of the Fleet, the MOO may have some use but his effect will be minimal due to the large scatter.
The only way you'll really get some use out of them would be as the previous guy suggested and made them artillery batteries instead, so they can take orders, in which case the Tactical Reliquary would serve you very well.
Fairly sure he means an Emperor's Wrath Artillery Company as in the formation out of Mont'ka. The one where the CCS from the formation can give orders to the tanks from the formation, most notably, ignores cover.
As to the actual question, Volkov's can and a MoO and nothing else. They should be hiding in their Chim out of sight where they can't get popped so there's not much point handing out any upgrades since they shouldn't really get any use. Volkov's is such a no-brainer as to be effectively mandatory because ignores cover bassies/manticores are just the best thing ever. If you've got some fliers in reserve or regularly play against people who make heavy use of reserves, then the master of the fleet is definately worth his points and while the astropath is nice since it's cheap warp charge and denies witchfires or maledictions on 5's, how often to you really get your squad targetted by either of those? He can shriek out of the top hatch, so you do have a bit of use against podded marines assuming that you don't get shucked out of your Chim and pinned from the explosion but you're already playing guard, so you can't really afford luxury upgrades. Carapace armour is maybe worth the points if your command chim gets popped so you have some sort of saves against the explodion and any follow up fire, but really, I think that's about all I'd look at.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2016/12/25 21:33:27
Subject: Artillery Company Command Squad loadouts
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Rough Rider with Boomstick
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Vox. The tanks in the formation get Twin linked when they're 18" from a vox. Otherwise Volkov;s Cane and MoO.
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You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
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![[Post New]](/s/i/i.gif) 2016/12/25 23:53:27
Subject: Artillery Company Command Squad loadouts
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Auspicious Daemonic Herald
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konst80hummel wrote:Vox. The tanks in the formation get Twin linked when they're 18" from a vox. Otherwise Volkov;s Cane and MoO.
They need LoS to the vox
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![[Post New]](/s/i/i.gif) 2016/12/26 07:35:45
Subject: Artillery Company Command Squad loadouts
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Rough Rider with Boomstick
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The way I understand it if the vox carrier has LoS to a target within 18" then the formation has TL against it. Correct no?
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You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
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![[Post New]](/s/i/i.gif) 2016/12/26 07:41:37
Subject: Artillery Company Command Squad loadouts
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!!Goffik Rocker!!
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Chimera, Moo, Cane. That's it.
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![[Post New]](/s/i/i.gif) 2016/12/26 14:43:56
Subject: Artillery Company Command Squad loadouts
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Whiteshield Conscript Trooper
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I use Volkovs cane. We all know why.
Vox caster just in case they get within 18 inches.
MOO and a mortar, as my understanding of multiple barrages in a unit if you fire the mortar first the MOO shot should be a bit more accurate. Or at least not scatter 3d6 inches.
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![[Post New]](/s/i/i.gif) 2016/12/26 20:12:41
Subject: Re:Artillery Company Command Squad loadouts
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Fresh-Faced New User
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I put vox caster, then some Plasma guns for the inevitable deep strikers I would face.
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![[Post New]](/s/i/i.gif) 2016/12/27 15:10:09
Subject: Re:Artillery Company Command Squad loadouts
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Stalwart Veteran Guard Sergeant
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Just give your CCS Volkov's cane (Just take it, trust me) and your choice of MoO, LC's, or AC's. Don't take the MoO AND heavy weapons teams though as it's a waste of points because he's ordnance meaning the rest of the squad has to snap fire.
The voxes are pretty much useless for anything that's mounted in a chimera because the models don't count as being "on the board" per the FAQ (Thanks GW!  ) and therefore there is no "within 18 inches" of them. If you disembark them, you're asking for them to die. Besides, if you're putting a screen of guardsman around the vehicles anyway, just give them the vox instead? If the enemy units are within 18" of your CCS, they should be within range of them too.
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- 10,000 pts |
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![[Post New]](/s/i/i.gif) 2016/12/27 16:12:39
Subject: Artillery Company Command Squad loadouts
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Fresh-Faced New User
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Knight1485 wrote:I use Volkovs cane. We all know why.
Vox caster just in case they get within 18 inches.
MOO and a mortar, as my understanding of multiple barrages in a unit if you fire the mortar first the MOO shot should be a bit more accurate. Or at least not scatter 3d6 inches.
I understand the barrage rule, but does this work?!?!?! And do opponents let you play it his way?!?!?!
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![[Post New]](/s/i/i.gif) 2016/12/27 17:22:24
Subject: Artillery Company Command Squad loadouts
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Angelic Adepta Sororitas
Los Angeles, CA
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Not it does not work like that. Multiple barrage rules does not trumps the fact that non-identical weapons are fired at different times. It only applies when you have a barrage weapon that shoots multiple times, and/or multiple barrage weapons of the same name.
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![[Post New]](/s/i/i.gif) 2016/12/28 17:13:25
Subject: Artillery Company Command Squad loadouts
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Whiteshield Conscript Trooper
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Really, whoops. Looks like i owe my mate a pint for that one. Lol.
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![[Post New]](/s/i/i.gif) 2016/12/29 10:07:51
Subject: Re:Artillery Company Command Squad loadouts
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!!Goffik Rocker!!
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chrispy1991 wrote:Just give your CCS Volkov's cane (Just take it, trust me) and your choice of MoO, LC's, or AC's. Don't take the MoO AND heavy weapons teams though as it's a waste of points because he's ordnance meaning the rest of the squad has to snap fire.
Nope. It only means he can't move and shoot unless he gets relentless.
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