so Ive not played a game since third edition.
so bear that in mind.
I also dont own a
40k rulebook.
I DO however own the latest(?) astra militarum (guard) codex.
I'm confused about commanders.
back in the day platoon level commanders (typically L.T) or company level commanders (typically captains majors etc...) and even regimental commanders (colonels and up basically) HAD to take a command squad of four staff with them. usually a mix of specialists or an excuse to add more special or heavy weapons into the army as his personal guard.
it seems this is no longer required?
is it recomended? or not?
some folks even say dont take platoon commanders at all and just take company commanders. whats with that?
it makes no sense at all. well fluff-wise anyhow. surely you need to take platoon commander for platoon level control and then company commander to control all the platoons?
is it just one of those gameplay loophole things?
in the old days of second and third I remember you HAD to take a platoon commander and at LEAST two squads of infantry as a SINGLE troops choice.
as far as I can tell each squad is a single troops choice. does it even work that way nowadays? gah! confusing.
Yes, Im out of touch and in no intent of wasting money on more books at present as I'm out of work again so every penny counts. I am however knocking up a new guard army on the cheap so was wondering if any of you can kinda 'fill-in-the-blanks' on a few of these misunderstandings of mine, allowing me to make an army thats not only suitably fluffy but also rules-true...
its for a trencher themed army not diss-similar to
dkok in visuals and style.
lots of infantry as a base and some elite in the form of shotgun guys (would have been veterans back in the day but I'd say
dkok engineers counts-as I suppose now. as thats a tasty unit) and some homebrew-grenadiers (in the style of the rest of the force) for counts-as stormtroopers for a bit of flavour.
topped off with some artillery in the back. essentially a mass of lasgunners supported by indirect fire artillery and accented with some specialist hard hitting elites.
So, anyway, I'm running the infantry squads as barebones using just lasguns and a grenadelauncher. the sgts just being armed with laspistols (I'd have preferred lasguns but just recently found out that unless you're a
dkok watchmaster thats out too now... grumble grumble)
I don't put heavy weapons in or comlinks as I'd prefer to spend the points on more squads rather than pimping the basic infantry.
hence the
gls as special weapons. cheap
AF and good mid range weapon without the expense of plasma or the limited range of melta...
back in the day the heavy weapons squads used to be part of the command platoon so that may end up being the same here down the line, do some as a seperate division within the force...
anyway I digress.
getting round to thinking about the command aspect of the force and this has stumped me a bit.
dont want to waste money or time on uselessness so thought
Id pose this musing to you all.
I like the idea of doing a command squad for the platoon commander (an L.t who is to be simply armed with a bolter)
Although pointless (rules wise) I like the idea of a 'first-sgt' model. as the lieutenant's x-o he'd be the l.t's right hand man and a cool excuse to model a hard as nails sgt thats less genereic than the guys in the infantry squad (and perhaps a way of using the sgt with lasgun I've made already
) but rules wise he'd just be another lasgun armed guy.
perhaps a couple of special weapons and just a medic for flavour?
to me platoon command is little more than an extention of the platoon itself and is better when not too
ott. so no banners and the like.keep it more pragmatic and sensible. leave all the pomp and circumstance to regimental level command...
also (unless Ive missed something) whats to stop you taking a tempestus command squad with your company commander, instead of a basic command squad, so he can have hellgun armed personal bodyguards for a bit of flavour?
hell if so even the platoon commanders can do this, no?
obviously I'm missing some key information thats imparted in the main rulebook or overlooking something in the guard codex...