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		<title><![CDATA[Latest posts for the thread "Command Squad Space Marines"]]></title>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ I am putting together my command squad for Space Marines and want to know what you think.<br /> <br /> First there job is as a close combat force to punch a hole in the bad guys line with the captian.<br /> <br /> Here's the load out<br /> <br /> Captian  Artificers Armor  Relic Blade Storm Bolter       148<br /> <br /> Company champion power sword, combat shield and bolter<br /> Apothecary   Bolter and chain sword<br /> Marine  power sword and bolter<br /> Marine  power fist and storm bolter<br /> Marine  power fist and strom bolter<br /> <br /> So what do you think?   <img src="/s/i/a/c5701978b97e6ae0875344885be199c4.gif" border="0"> <img src="/s/i/a/fcf9e4a45b8ff4296bbad45e12d6e515.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 12 Apr 2012 23:40:29]]> GMT</pubDate>
				<author><![CDATA[ mp40guy]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ command squads arent that great. If you want a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> monster,  your better off swapping them out for 2 <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(221);'>ss</span> termies which is probably cheaper anyways.]]></description>
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				<pubDate><![CDATA[Thu, 12 Apr 2012 23:42:59]]> GMT</pubDate>
				<author><![CDATA[ JohnnoM]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ Well, the storm bolters defeat the purpose because if your shooting those, your not running to get to assault. Personally I'd save the points; and while the power fists are a good idea remember your striking at I1 with those.]]></description>
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				<pubDate><![CDATA[Thu, 12 Apr 2012 23:45:32]]> GMT</pubDate>
				<author><![CDATA[ Dayvuni]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ For a close combat unit there are three requirements.<br /> <br /> Power weapons, for ignoring armour.<br /> Invulnerable saves, to stop other people's power weapons.<br /> Mobility, to ensure that your combat unit gets into combat.<br /> <br /> If you're setting up a command squad for combat then you need power weapons (I take lightning claws for the same cost) storm shields for the invulnerable save, and I put mine on bikes (although you can use a Rhino or Razorback for less points).<br /> <br /> Command Squads can also take a combat weapon, a special weapon, and a storm shield, so that offers some flexibility.<br /> <br /> Default command squad for me is three lightning claws, one thunder hammer, four storm shields, and a couple of meltaguns. That's 270 points, which is more than an assault terminator squad, but makes up points by not needing to buy a Land Raider to get anywhere.]]></description>
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				<pubDate><![CDATA[Thu, 12 Apr 2012 23:56:47]]> GMT</pubDate>
				<author><![CDATA[ Freman Bloodglaive]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ combat squads can't hang with the big boys unless they have some kind of invulnerable saves. I would put atleast 3 storm shields in that squad, or scrap the idea all together. There are more points-efficient ways to clobber your enemies in close combat, to be honest. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 00:04:35]]> GMT</pubDate>
				<author><![CDATA[ GreatGunz]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ Well what would you suggest as for better buddies for my Captian]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 00:14:16]]> GMT</pubDate>
				<author><![CDATA[ mp40guy]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Putting them on bikes is a great idea. This will allow them to move  12" and still fire <span class="glossaryitem" onmouseover='gp(319);'>RF</span> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> bollters and continue to assault. add in the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from the Apothecary and a few invul saves. With the extra toughness provided by the bikes it will make them alot more survivable.  The <span class="glossaryitem" onmouseover='gp(105);'>PF</span> are a questionable call as they will strike so late in the fight.  Though one of them is great to take out multi-wounds models.  If your worried about tanks like he said before take a few Meltas. you should have the space freed up since the bikes have built in bolters you can drop your storm bolters.  Don't forget to put your captain on a bike if you want him to tag along. or you could always let him hang out with a foot squad and run the command squad by themselves.  ]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 02:27:10]]> GMT</pubDate>
				<author><![CDATA[ dmthomas7]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Assault terminators are usually the go-to assault unit for space marines. And they're quite strong. You can add a librarian with gate of infinity for some extra mobility. I believe that scouts can infiltrate a beacon downfield so that you won't scatter when the squad deep strikes. Null zone is also quite strong in that squad. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 05:15:24]]> GMT</pubDate>
				<author><![CDATA[ GreatGunz]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ I like the idea of stormbolters on the command squad because of them being assault weapons, however I'm not a fan of the Command Squad being set up as a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> group.  I like them more as a fire support group that rides around in a R-Back and acts as a support team that can protect your back line units (Devastators and such) from deep strikes.  Then you can keep them cheap and when fighting gribbles and Guard and such their basic load out (chain swords and bolters) is fine for assaults.  But again their goal is to hold or weaken another unit the opponent is trying to position to threaten one of your specialized units.]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 05:26:42]]> GMT</pubDate>
				<author><![CDATA[ dalsiandon]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Captains are best used if you want bikes as troops or you need a command squad.<br /> You need a command squad when your elites are full.<br /> If you want a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> threat you have assault termies, if you want a melta unit you have sternguard.<br /> They are really useful as elite options are awesome.<br /> <br /> In high point games having a <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unit is really useful, assault termies+raider is sometimes not right, so an expensive command squad on bikes can be great as a counter assault and keeping other units out of <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unit.]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 12:01:31]]> GMT</pubDate>
				<author><![CDATA[ MFletch]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Here's something I kicked around for noncompetitive play:<br /> <br /> Captain:<br /> -Artificer Armor<br /> -Relic Blade<br /> -Bike<br /> <br /> Command Squad<br /> -Bikes<br /> -2x Power Fists<br /> -2x Storm Shields<br /> -2x Power Weapons<br /> <br /> That's T5, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, a single 2+ save, 3++ invuls, biker <span class="glossaryitem" onmouseover='gp(19);'>CC</span> pseudo-deathstar. Interesting and fun, but overcosted.<br /> <br /> Plus it lets you take bikes as troops.]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 13:47:39]]> GMT</pubDate>
				<author><![CDATA[ Lotus]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ Quad plasma plus <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from apothecary <span class="glossaryitem" onmouseover='gp(264);'>FTW</span>. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 14:12:02]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Cheapest and most effective way to run a Command squad is champion, three (or 6) lightning claws and 3 storm shields. A unit with 6 claws, 3 sheilds and champ runs the same cost as a landraider, which tends to be needed to run termies, plus termies don't have grenades. Add a relic blade captain and your squad is death to anything that's not a vehicle.<br /> <br /> Or you could be a pansy and run it with just 4 plasma guns. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 20:38:17]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ I'm a big advocate for command squads.  I know the internet hates them but they are often the MVP in my 1500 pt list.  The key is to equipe them right and to know their mission.  <br /> <br /> For me I use them as a defend the line counter punching <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.  Here is how I equipe them, One guy with a melta gun, one guy with a power weapon, the company champion (who is an amazing value for 15 points, <span class="glossaryitem" onmouseover='gp(486);'>PW</span> and WS5), a guy with a <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, and the apothrocary.  The captain has a relic blade and a combi melta. I then put them in a standard razorback.  <br /> <br /> With that equipement I sit them near units I'm counting on holding objectives and I tare into anything that gets to me after being shot to death by the rest of my army.  The comand squad is a very good <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit, it's not super elite but it will hold it's own against any unit that is not an elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Apr 2012 23:40:42]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ First thanks for all of your reply<br /> Here's what I've come up with<br /> <br /> Captian relic blade, artificers armor and storm bolter<br /> <br /> Command squad<br /> <br /> 1. Power Fist, Storm Bolter<br /> 2. Power fist ,Strom Bolter<br /> 3. Company Standard or Power Sword (This is bought as a company champion Upgrade) (He has a magnet in his arm) and bolt pistol<br /> 4. Plasma Gun, Melts Gun or Flamer (He also has magnets)<br /> 5. Apothecary  Bolter and chain sword<br /> <br /> What do you think?<br /> <br />  <img src="/s/i/a/c5701978b97e6ae0875344885be199c4.gif" border="0"> <img src="/s/i/a/fcf9e4a45b8ff4296bbad45e12d6e515.gif" border="0"><br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Do you think I should just scrap the Standard Bearer and just have the Company Champion. <br /> I can put the Standard on back of there Razor Back Command.]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 00:55:52]]> GMT</pubDate>
				<author><![CDATA[ mp40guy]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ You should scrap the standard bearer. And the guy with the plasmagun. Plasmaguns are rapid fire, if you stand still to shoot it you can't charge with the squad. You're much better off charging with the squad. If you don't give these guys some storm shields they're going to get wiped out against any strong opponent in close combat. Hope that helps.]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 02:09:45]]> GMT</pubDate>
				<author><![CDATA[ GreatGunz]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>ruminator wrote:</cite>Quad plasma plus <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from apothecary <span class="glossaryitem" onmouseover='gp(264);'>FTW</span>. </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span>.<br /> <br /> This combination of two things the internet hates, Command Squads and Plasma Guns, makes a unit that is one of the scariest things ever.<br /> <br /> The Apothecary obviously mitigates the damage from Gets Hot! (which <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, isn't THAT big a risk [unless your dice hate you]) and no opponent will ever appreciate 8 plasma shots rapid firing into their squad. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 07:12:17]]> GMT</pubDate>
				<author><![CDATA[ xxBlazinGhostxx]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>juraigamer wrote:</cite><b>Cheapest and most effective way to run a Command squad is champion,</b> three (or 6) lightning claws and 3 storm shields. A unit with 6 claws, 3 sheilds and champ runs the same cost as a landraider, which tends to be needed to run termies, plus termies don't have grenades. Add a relic blade captain and your squad is death to anything that's not a vehicle.<br /> <br /> Or you could be a pansy and run it with just 4 plasma guns. </div></blockquote><br /> <br /> Im sorry but how on earth is that "the cheapest way" to run them? They costs more than 5 termies and how is it that you dont need an assault vehicle for your command squad? Sure you can grab a rhino but if so dont count on getting the charge on anything important.  <br /> <br /> While <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and 3+save is just as good a 2+ save one easily forgets that <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is lost when the Apoth dies which is not that uncommon. Its quite easy to put 5-6 wounds on a squad and when that happens you will lose your aport 1 out of 6 times. That will then make  your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> command squad nothing more than over costed Vanguards. <br /> <br /> Command squads should be used to spam special weapons. 4 Plasma Guns is the best way to run them <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 08:56:01]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ I run a fluffy command squad, when I run them. I use plasma pistols, plasma guns and they drive around in a razorback killing stuff. They are fun and isn't that really the point of playing a game. Sometimes they win, sometimes they get wtfpwned but it's always fun.]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 13:05:25]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>tedurur wrote:</cite><br /> <br /> Im sorry but how on earth is that "the cheapest way" to run them?  </div></blockquote><br /> <br /> Because they cost the exact amount that a landraider does, if you do bikes + champ and 3 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or 6 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and champ plus rhino, they have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, grenades, and operate alone, plus don't require a slot. <br /> <br /> Terminators don't have grenades, meaning they will go last if they charge through cover, and a 3+ with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is slightly better than a simple 2+. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Apr 2012 19:15:41]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ Ok here's my latest list<br /> <br /> Company champion <br /> Standard bearer Magnitized arm to be swapped out with a power sword ( In case I change my mind)<br /> Powerfist and storm shield<br /> Melta gun, Plasma gun or flamer magnitized again<br /> Apotacary with a storm bolter<br /> <br /> All under 200pts so its not that expensive<br /> <br /> What do you think? <img src="/s/i/a/c5701978b97e6ae0875344885be199c4.gif" border="0"> <img src="/s/i/a/fcf9e4a45b8ff4296bbad45e12d6e515.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 09:30:04]]> GMT</pubDate>
				<author><![CDATA[ mp40guy]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ The Apothecary is not designated as a "veteran" so may not receive any upgrades.<br /> <br /> If you want a deathstar command squad, I go: 4 meltaguns, 4 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, 3 <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>, 1 hammer, champion upgrade (with hammer) in a <span class="glossaryitem" onmouseover='gp(314);'>rz</span> with an <span class="glossaryitem" onmouseover='gp(67);'>ic</span>.<br /> <br /> If you wanna keep it fluffy, then just throw the champion and banner in there and keep the rest pretty stock...  I'm not a big fan of plasma guns as there's a risk of hurting yourself and you can't assault.]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 10:59:20]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>juraigamer wrote:</cite><blockquote><div><cite>tedurur wrote:</cite><br /> <br /> Im sorry but how on earth is that &quot;the cheapest way&quot; to run them?  </div></blockquote><br /> <br /> Because they cost the exact amount that a landraider does, if you do bikes + champ and 3 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or 6 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and champ plus rhino, they have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, grenades, and operate alone, plus don't require a slot. <br /> <br /> Terminators don't have grenades, meaning they will go last if they charge through cover, and a 3+ with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is slightly better than a simple 2+. </div></blockquote><br /> <br /> The command squad must have <span class="glossaryitem" onmouseover='gp(221);'>SS</span> if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route, and since when is a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> cheap? With your previous setup you are looking at 300pts for a command squad with in a rhino. So they will most likely not be assaulting anything important since the vehicle (even if it does make it to the enemy lines, which is doubtful) doesnt have any assault ramp. A <span class="glossaryitem" onmouseover='gp(19);'>CC</span> command squad on bikes have their niche, foot slogging <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Command squads really dont.  <br /> <br /> Terminators already go last, or are you saying that you are taking <span class="glossaryitem" onmouseover='gp(80);'>LC</span> termies in a Vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list? <br /> <br /> I would be most interested in knowing how you came to the conclusion that 3+ and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is better than a plain 2+. It is actually wrong. The 2+ is better since you get it vs things like Krak missiles and other AP3 stuff vs weapons that are &lt; <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 and &gt;AP3 they are exactly equal. This is once again ignoring the fact that you run the risk of losing the Apot thus rendering the command squad much less durable than the termie squad.]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 12:12:10]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>tedurur wrote:</cite><blockquote><div><cite>juraigamer wrote:</cite><blockquote><div><cite>tedurur wrote:</cite><br /> <br /> Im sorry but how on earth is that &quot;the cheapest way&quot; to run them?  </div></blockquote><br /> <br /> Because they cost the exact amount that a landraider does, if you do bikes + champ and 3 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or 6 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and champ plus rhino, they have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, grenades, and operate alone, plus don't require a slot. <br /> <br /> Terminators don't have grenades, meaning they will go last if they charge through cover, and a 3+ with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is slightly better than a simple 2+. </div></blockquote><br /> <br /> The command squad must have <span class="glossaryitem" onmouseover='gp(221);'>SS</span> if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route, and since when is a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> cheap? With your previous setup you are looking at 300pts for a command squad with in a rhino. So they will most likely not be assaulting anything important since the vehicle (even if it does make it to the enemy lines, which is doubtful) doesnt have any assault ramp. A <span class="glossaryitem" onmouseover='gp(19);'>CC</span> command squad on bikes have their niche, foot slogging <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Command squads really dont.  <br /> <br /> Terminators already go last, or are you saying that you are taking <span class="glossaryitem" onmouseover='gp(80);'>LC</span> termies in a Vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list? <br /> <br /> I would be most interested in knowing how you came to the conclusion that 3+ and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is better than a plain 2+. It is actually wrong. The 2+ is better since you get it vs things like Krak missiles and other AP3 stuff vs weapons that are &lt; <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 and &gt;AP3 they are exactly equal. This is once again ignoring the fact that you run the risk of losing the Apot thus rendering the command squad much less durable than the termie squad.</div></blockquote><br /> <br /> Wrong.  You do not need stormshields if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route.  You only need storm shields if you want them to be an elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.  <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> they are too expensive when equiped with <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, especialy compaired with the cost of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termis. Command squads are better used to hold your line against things like <span class="glossaryitem" onmouseover='gp(10);'>BA</span> assault marines or grey hunters or anyother non-powerweapon heavy squad that gets to your lines.  A command squad equiped like I have suggested will slaughter these units.  They will also do fine against a 5 man purifier squad that is standard equiped (2 psycannons 2 halberds and deamonhammer) if they get the charge/get to shoot before going in.   ]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 16:43:16]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Running my command squad semi <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with some fire power<br /> <br /> Champion<br /> Standard bearer <span class="glossaryitem" onmouseover='gp(260);'>BP</span> Chainsword<br /> Veteran flamer power weapon<br /> Veteran melta powerfist<br /> Apothecary <span class="glossaryitem" onmouseover='gp(260);'>BP</span> chainsword<br /> Ill switch the <span class="glossaryitem" onmouseover='gp(260);'>BP</span> with a plasma pistol if i need extra points. What you guys think? (I need a powerfist on all my squads asmuch as possible for fluff reasons)]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 18:57:16]]> GMT</pubDate>
				<author><![CDATA[ Diabolical13]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Diabolical13 wrote:</cite>Running my command squad semi <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with some fire power<br /> <br /> Champion<br /> Standard bearer <span class="glossaryitem" onmouseover='gp(260);'>BP</span> Chainsword<br /> Veteran flamer power weapon<br /> Veteran melta powerfist<br /> Apothecary <span class="glossaryitem" onmouseover='gp(260);'>BP</span> chainsword<br /> Ill switch the <span class="glossaryitem" onmouseover='gp(260);'>BP</span> with a plasma pistol if i need extra points. What you guys think? (I need a powerfist on all my squads asmuch as possible for fluff reasons)</div></blockquote><br /> <br /> I would recommend taking off the flamer as the model loses 1 attack losing his pistol and since you can put the command squad in a dedicated razorback with any of the normal weapons (twin linked heavy flamer maybe?)<br /> <br /> That said it's a very nice command squad, capable of holding it's own against just most everything. Consider using lighting claws instead of power weapons, same price, one less attack but re-roll to wound. Dual lightning claws on one guy would look boss. <br /> <br /> <br /> <blockquote><div><cite>Pony_law wrote:</cite><br /> <br /> Wrong.  You do not need stormshields if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route.  You only need storm shields if you want them to be an elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.    </div></blockquote><br /> <br /> This guy gets it. A command squad on bikes is a fast and deadly unit, while 5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators are your elite punching bags. Each has their own targets, and after all why send a squad with feel no pain into all those power weapons? Herpa Derp, that's one reason why a command squad is great in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 19:14:54]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>juraigamer wrote:</cite>Cheapest and most effective way to run a Command squad is champion, three (or 6) lightning claws and 3 storm shields. A unit with 6 claws, 3 sheilds and champ runs the same cost as a landraider, which tends to be needed to run termies, plus termies don't have grenades. Add a relic blade captain and your squad is death to anything that's not a vehicle.<br /> <br /> Or you could be a pansy and run it with just 4 plasma guns. </div></blockquote><br /> <br /> Since you can never get the bonus attack for two close combat weapons while carrying a storm shield paying points for extra lightning claws is pointless (pun intended). However (for real points blowout) you could take 3 lightning claws, a hammer, 4 storm shields, and 4 plasma guns.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>juraigamer wrote:</cite><br /> <blockquote><div><cite>Pony_law wrote:</cite><br /> <br /> Wrong.  You do not need stormshields if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route.  You only need storm shields if you want them to be an elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.    </div></blockquote><br /> <br /> This guy gets it. A command squad on bikes is a fast and deadly unit, while 5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators are your elite punching bags. Each has their own targets, and after all why send a squad with feel no pain into all those power weapons? Herpa Derp, that's one reason why a command squad is great in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> </div></blockquote><br /> <br /> Why send a unit with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> into power weapons? Because sometimes you have no other choice. Assault Terminators are great, but their effective range is 12 inches. That basically relies on the enemy to come to them. With 18 inches of range the biker command squad has the same effective range as an assault squad with higher toughness and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> against the non-power weapon attacks in the squad.<br /> <br /> The other thing bikers can do is stand off and shoot with the rest of a bike based army before closing to kill. Assault Terminators require you to commit your unit to a specific tactic, and they're very hard to reposition if the enemy outmanoeuvres you. Land Raiders don't factor, they die too fast, and Gate from a librarian allows you to move into rapid fire range but not assault. It takes Shrike to make Assault Terminators scary.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 22:10:24]]> GMT</pubDate>
				<author><![CDATA[ Freman Bloodglaive]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ You always have a choice with a biker command squad as to what you do with them, and if you're not taking them on bikes you can use the points you didn't spend on the other elements of your army to support them so they don't have to charge that unit of 5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies over there. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 22:38:07]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ 4x plasma.<br /> <br /> Pew pew pew!]]></description>
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				<pubDate><![CDATA[Tue, 17 Apr 2012 23:17:02]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ I do run dual <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> on my vanguards extremely satisfying having jump packs with those things.<br /> Anyone else suggest another weapon that can bring me to the assault without having to deal with rapid fire probs =)?]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 02:50:42]]> GMT</pubDate>
				<author><![CDATA[ Diabolical13]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Pony_law wrote:</cite><blockquote><div><cite>tedurur wrote:</cite><blockquote><div><cite>juraigamer wrote:</cite><blockquote><div><cite>tedurur wrote:</cite><br /> <br /> Im sorry but how on earth is that &quot;the cheapest way&quot; to run them?  </div></blockquote><br /> <br /> Because they cost the exact amount that a landraider does, if you do bikes + champ and 3 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or 6 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and champ plus rhino, they have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, grenades, and operate alone, plus don't require a slot. <br /> <br /> Terminators don't have grenades, meaning they will go last if they charge through cover, and a 3+ with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is slightly better than a simple 2+. </div></blockquote><br /> <br /> The command squad must have <span class="glossaryitem" onmouseover='gp(221);'>SS</span> if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route, and since when is a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> cheap? With your previous setup you are looking at 300pts for a command squad with in a rhino. So they will most likely not be assaulting anything important since the vehicle (even if it does make it to the enemy lines, which is doubtful) doesnt have any assault ramp. A <span class="glossaryitem" onmouseover='gp(19);'>CC</span> command squad on bikes have their niche, foot slogging <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Command squads really dont.  <br /> <br /> Terminators already go last, or are you saying that you are taking <span class="glossaryitem" onmouseover='gp(80);'>LC</span> termies in a Vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> list? <br /> <br /> I would be most interested in knowing how you came to the conclusion that 3+ and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is better than a plain 2+. It is actually wrong. The 2+ is better since you get it vs things like Krak missiles and other AP3 stuff vs weapons that are &lt; <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 and &gt;AP3 they are exactly equal. This is once again ignoring the fact that you run the risk of losing the Apot thus rendering the command squad much less durable than the termie squad.</div></blockquote><br /> <br /> Wrong.  You do not need stormshields if you want to go the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> route.  You only need storm shields if you want them to be an elite <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.  <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> they are too expensive when equiped with <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, especialy compaired with the cost of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termis. Command squads are better used to hold your line against things like <span class="glossaryitem" onmouseover='gp(10);'>BA</span> assault marines or grey hunters or anyother non-powerweapon heavy squad that gets to your lines.  A command squad equiped like I have suggested will slaughter these units.  They will also do fine against a 5 man purifier squad that is standard equiped (2 psycannons 2 halberds and deamonhammer) if they get the charge/get to shoot before going in.   </div></blockquote><br /> <br /> Actually, your Command squad will not really slaughter those mentioned squads. <br /> For instance , against 8 <span class="glossaryitem" onmouseover='gp(390);'>GHs</span> with banner and <span class="glossaryitem" onmouseover='gp(423);'>MotW</span> and  a <span class="glossaryitem" onmouseover='gp(225);'>WG</span> with fist you will be looking at ~1.7 Unsaved wounds from the <span class="glossaryitem" onmouseover='gp(225);'>WG</span>, ~0,4 unsaved wounds from the <span class="glossaryitem" onmouseover='gp(423);'>MotW</span> and ~1.2 Unsaved wounds from the normal Grey Hunters In turn you will do (assuming you get the charge and you for some reason havent been rapid fired by the <span class="glossaryitem" onmouseover='gp(390);'>GHs</span>)  ~4.4 wounds in return So while you will average roughly 1 wound extra your <span class="glossaryitem" onmouseover='gp(184);'>CMD</span> squad will be wiped next turn...This is the average outcome of the ideal situation for your Command squad....]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 09:51:29]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>Re:Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>xxBlazinGhostxx wrote:</cite><blockquote><div><cite>ruminator wrote:</cite>Quad plasma plus <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from apothecary <span class="glossaryitem" onmouseover='gp(264);'>FTW</span>. </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span>.<br /> <br /> This combination of two things the internet hates, Command Squads and Plasma Guns, makes a unit that is one of the scariest things ever.<br /> <br /> The Apothecary obviously mitigates the damage from Gets Hot! (which <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, isn't THAT big a risk [unless your dice hate you]) and no opponent will ever appreciate 8 plasma shots rapid firing into their squad. </div></blockquote><br /> <br /> Give the captain a combi-Plasma/special weapon combo (<span class="glossaryitem" onmouseover='gp(224);'>TH</span>, <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, etc), throw them in a Razorback and you have 10 Strength 7 ap2 shots.  Great fire support vs anything, period.  Run with a squad or 2 of Marines for cover fire/assistance and goodbye 1 enemy squad a turn.]]></description>
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				<pubDate><![CDATA[Wed, 18 Apr 2012 11:16:06]]> GMT</pubDate>
				<author><![CDATA[ evildrspock]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ The best command squad load out is by far:<br /> <br /> X4 power fists. <br /> <br /> X4 melta guns <br /> <br /> X4 storm sheilds. <br /> <br /> This is the command squad from hell. And teamed with kor sarro outflanking. This will blow a hole in anything it touches ]]></description>
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				<pubDate><![CDATA[Sat, 21 Apr 2012 00:09:51]]> GMT</pubDate>
				<author><![CDATA[ Vendetta1221]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Vendetta1221 wrote:</cite>The best command squad load out is by far:<br /> <br /> X4 power fists. <br /> <br /> X4 melta guns <br /> <br /> X4 storm sheilds. <br /> <br /> This is the command squad from hell. And teamed with kor sarro outflanking. This will blow a hole in anything it touches </div></blockquote>Wound allocation could make the best better?]]></description>
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				<pubDate><![CDATA[Sat, 21 Apr 2012 00:30:02]]> GMT</pubDate>
				<author><![CDATA[ MFletch]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ Meh a 3+ and 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and a 3++ will work out fine <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Apr 2012 00:42:50]]> GMT</pubDate>
				<author><![CDATA[ Vendetta1221]]></author>
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				<title>Command Squad Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>Diabolical13 wrote:</cite>I do run dual <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> on my vanguards extremely satisfying having jump packs with those things.<br /> Anyone else suggest another weapon that can bring me to the assault without having to deal with rapid fire probs =)?</div></blockquote><br /> <br /> I wince at the 60 points per model price.<br /> <br /> However a single lightning claw with a storm shield costs the same and provides an invulnerable save, and that's what elite close combat units need to roll with.<br /> <br /> Or, if your unit is big enough, a single lightning claw on two guys, a power fist on two guys, and a storm shield on three with three naked. Allocate normal attacks to the naked guys, power weapons to the storm shields and pound people with the claws and fists. Of course for 425 points it's quite expensive.]]></description>
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				<pubDate><![CDATA[Sat, 21 Apr 2012 08:50:34]]> GMT</pubDate>
				<author><![CDATA[ Freman Bloodglaive]]></author>
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