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		<title><![CDATA[Latest posts for the thread "Let's talk about Space Marine Command Squads and different Variations there of"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Let's talk about Space Marine Command Squads and different Variations there of"]]></description>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ I love the command squad it has pretty much some of the best options in the game; its cheap in points when considering that it is 115 points for 4 veterans and a Apothecary that gives the unit Feel No Pain. Other than Jumppacks Space marines can get almost every mobile option, Drop Pod, Rhino , Razorback.<br /> <br /> The only downside is that you will have to purchase a Captain in order to get this squad; which really in its own right isnt a terrible thing.<br /> <br /> One of the least used though options seems to be the drop pod; tsk tsk tsk.<br /> <br /> Here are some interesting Ideas<br /> <br /> Space Marine Captain w/ Terminator Armour powerfist, combimelta 155<br /> <br /> <br /> Command Squad 115 w/ Drop Pod 35<br /> <br /> Meltagun, stormshield, meltabomb 30<br /> Meltagun, stormshield, meltabomb 30<br /> Meltagun, stormshield, powerfist50<br /> Meltagun, stormshield, thunderhammer 55 <br /> <br /> 305<br /> <br /> You can save points by going with 2 meltaguns and 2 flamers etc... Dropping the Stormshields whatever <br /> <br /> All told it comes to 460 points very close to the cost of Terms in Redeemer ; but its worth it to see your opponents face when a squad w/ 3+ invulnerable drops in on him w/ 5 melta shots.<br /> <br /> Here is a "cheaper" version<br /> <br /> Space Marine Captain w/ Relic Blade meltabombs ; combimelta 145<br /> <br /> Command Squad w/ Razorback <br /> Meltagun<br /> Meltagun<br /> Meltagun<br /> Meltagun<br /> <br /> A nasty little bastard of a unit <br /> <br /> <br /> Anyway what are your opinions on CommandSquads? Best to run them on Bikes' Drop them in and let them toast a target? <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 22:51:38]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Re:Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(119);'>SM</span> command squads are certainly fun to fiddle with, but their biggest drawbacks are the fact that you have to take a captain and the fact that they are very <span class="glossaryitem" onmouseover='gp(19);'>CC</span> focused.<br /> <br /> The best way to run them would be on bikes.  That toughness bonus marries very well with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  Then the storm shield counters the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> ignoring stuff.  I love this rig.<br /> <br /> captain - bike, relic blade, storm shield<br /> apothecary - bike<br /> company champion - bike<br /> veteran - bike, relic blade, storm shield<br /> veteran - bike, power fist, storm shield<br /> veteran - bike, power fist, storm shield<br /> <br /> I might have just made an illegal unit here, don't rip my head off if I did so <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.  I don't have my dex handy and I haven't really built a ton of command squads.  I forget if the apothecary can buy a shield and/or a special <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon.  If so, buy em if not that unit is quick, choppy and hard.<br /> <br /> I don't think I'd run them on foot unless it was a story driven moment.  On foot with the same equipment its more efficient just to buy an assault terminator unit and join it with your choice of <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  Either deep striking or riding in a land raider.]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 23:54:35]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(119);'>SM</span> command squads on bikes are amazing but very expensive. My current favourite setup is:<br /> <br /> Captain relic blade, bike<br /> Apoth-Bike<br /> Champion-stormshield, thunder hammer (to deal with <span class="glossaryitem" onmouseover='gp(93);'>mcs</span>/dreads), melta<br /> Vet-stormshield. lightning claws, melta gun<br /> Vet-stormshield. lightning claws, melta gun<br /> Vet-stormshield. lightning claws, melta gun<br /> <br /> Gives you 4 meltas to blow transports away and assault the contents, decent firepower vs anything hard, is brutal in close combat and also very tough with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> + stormshields<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 00:00:31]]> GMT</pubDate>
				<author><![CDATA[ Jpr]]></author>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ Remember to equip all them members differently; adding meltabombs here and there; along with some other equipment to take advantage of the new wound allocation rules!]]></description>
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				<pubDate><![CDATA[Thu, 28 May 2009 02:52:46]]> GMT</pubDate>
				<author><![CDATA[ Ciaphas-Cain]]></author>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ The melta-guns are an easy drop, especially if this is a bike-heavy army; you will have plenty of melta otherwise.  I find it best to fit in at least one fist/Thammer, just so you have something to counter <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and dreds with.  If you are short on points, you can also drop off a <span class="glossaryitem" onmouseover='gp(221);'>SS</span> or 2.  1-2 is most you really need much of the time, unless you are hiting something like terminators or other nasty units with lots of powerattacks at the same initiative (I dont usually count rending here, because you can always wrap wounds around to minimize powerattacks).]]></description>
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				<pubDate><![CDATA[Thu, 28 May 2009 05:00:57]]> GMT</pubDate>
				<author><![CDATA[ 0ldsk00l]]></author>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ I've got Khan's Command squad equipped with the following:<br /> <br /> Bikes<br /> Apothecary<br /> Standard Bearer w/ <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>/Meltagun<br /> Biker w/ <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>/Meltagun<br /> 2x Biker w/ <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>/Meltagun<br /> <br /> The reason I take Hammers instead of Fists is because I field Vulkan as my main <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.]]></description>
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				<pubDate><![CDATA[Thu, 28 May 2009 18:07:05]]> GMT</pubDate>
				<author><![CDATA[ KaloranSLC]]></author>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ <blockquote><div><cite>Ciaphas-Cain wrote:</cite>Remember to equip all them members differently; adding meltabombs here and there; along with some other equipment to take advantage of the new wound allocation rules!</div></blockquote><br /> <br /> I've seen this a few times about the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Command Squad, and it really doesn't make that much sense. It seems people hear about Nob Bikerz using the Wound Allocation rules and just apply that blindly to every bike hammer squad, however the difference is that Nobs have 2 wounds each, while <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Command Squads and Seer Councils only have 1. Wound Allocation doesn't really give you that much of an edge (and it really tends to slow the game down) when all your guys have 1 wound each. 1 Failed save = dead guy. With Nobz you can fail a save, then just never allocate a wound on that guy again and keep going like that, which lets you keep a lot more guys alive by spreading the wounds around.]]></description>
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				<pubDate><![CDATA[Thu, 28 May 2009 20:59:19]]> GMT</pubDate>
				<author><![CDATA[ TehCheator]]></author>
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				<title>Let's talk about Space Marine Command Squads and different Variations there of</title>
				<description><![CDATA[ I've thought of the 4 melta or flamer command squad in my salamanders army, even 2 of each which might be the better way to go.  <br /> <br /> The thought of having to take another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to get it is what stops me.  Although I have been toying with an assault heavy list with both vulkan and lysander that could potentially use it.]]></description>
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				<pubDate><![CDATA[Thu, 28 May 2009 21:17:24]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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