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		<title><![CDATA[Latest posts for the thread "How do you keep your Company Commander alive?"]]></title>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ I find mines usually dead or at least being targeted fairly early most games... sometimes it's tough keeping him in good cover or out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> and still have <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to targets you want to use orders against<br /> <br /> So what do my fellow guardsmen do to combat this?]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 04:25:25]]> GMT</pubDate>
				<author><![CDATA[ tybg]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Stick him in a chimera, or stick him in cover. <br /> <br /> Giving your opponent something scarier to shoot at doesn't hurt either.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 04:28:30]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ I don't. My <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> gets 4x melta/plasma and a Chimera/Vendetta and finds something to kill. Orders are pretty much useless since the units I want to give them to are usually spread out too much and/or too cheap to make spending 100+ points on a 50% firepower boost worth it.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 04:36:07]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Like Ailaros said, there's only so much you can do. Either you bunker them down in a transport or, if you really want to invest in their safety, either purchase the Aegis Defence Line for some instant cover saves (with an additional 2+ for going to ground meaning you get a 2+ cover save against most conventional weaponry) or if you face a lot of things like Heldrakes in your meta, you could try and put them in an Imperial Bastion. The only problem with this is that I believe you would have to on the roof to give your orders, meaning you would still be vulnerable to shooting attacks. Other than that there isn't much I believe you can do to reliably protect them. ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 04:40:43]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Use the Chimera's command vehicle rule.<br /> It's there to answer just this question.<br /> Keep it behind the line of other tanks, and zoom forward when a safe target present itself.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 11:15:12]]> GMT</pubDate>
				<author><![CDATA[ Skinnereal]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ I am actually considering dumping my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> for a second Lord Commisar. I then stick the Commisars in with and Artillary units (either Sabres or Gun Carriages.). They gain T7 & the can <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> on a 2+ instead of a 4+.<br /> <br /> Back on topic though. Camo netting behind an agies. Stick the more expandable up front to take wounds first. I've also stopped putting Heavy Weapons in the squad to have it count as more models so more guys need to die before I need to pass a moral check. Also get a regimental standard to re-roll moral test. Nothing sucks more then losing your warlord because he ran off the board.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 11:28:02]]> GMT</pubDate>
				<author><![CDATA[ Sinji]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Have the officer, a flag, three lasgun vets, and two bodyguards.<br /> <br /> Sit in a chimera. In cover.<br /> <br /> Watch your enemy waste a lot of firepower winkling that unit out to kill it instead of shooting your scoring firepower, for example. Or your melta/plasmavet chimeras heading for their important stuff. Or your flyer...<br /> <br /> You get the idea.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 12:32:35]]> GMT</pubDate>
				<author><![CDATA[ Nobody_Holme]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ I guess I go about it by having more valuable targets all over the field. With the amount of high Strength blasts I field, they really can't afford to shoot at that little 5-man squad.<br /> <br /> If they're wasting shots shooting at my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, then they aren't eliminating the units that will do the most significant damage.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 14:12:07]]> GMT</pubDate>
				<author><![CDATA[ Elector]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ How are you guys dealing with Tau cover denying marker lights?<br /> <br /> And tau missiles that do not require line of sight?]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 14:26:13]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Camo cloaks, a lascannon, and optional master of ordinance. Plop them in some ruins, and plink away.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 14:34:20]]> GMT</pubDate>
				<author><![CDATA[ McGibs]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><cite>Nobody_Holme wrote:</cite>Watch your enemy waste a lot of firepower winkling that unit out to kill it instead of shooting your scoring firepower, for example. </div></blockquote><br /> But why would anybody do this? If I had the choice between shooting at an in-cover non-scoring unit with few guns that was bottled up in its own deployment zone or... anything else, I'd choose the else.<br /> <br /> <blockquote><div><cite>TheLionOfTheForest wrote:</cite>How are you guys dealing with Tau cover denying marker lights?<br /> <br /> And tau missiles that do not require line of sight?</div></blockquote><br /> You don't.<br /> <br /> Of course, if you're running a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> on foot, that means you're probably running a foot list. If you're running a foot guard list against tau, likely you have bigger problems than just keeping your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> alive.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 15:09:13]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Cover e.g. <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. <br /> bubble wrap him with a basic platoon, your are likely to have one anyway. Use him to order them around.<br /> <br /> Take a big unit. E.g. Conscripts, Tanks etc.<br /> Like Ailaros said, what is he gonna shoot at? the 5 man squad behind a potential 2+ cover or the big mob of out of cover conscripts.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 19:26:48]]> GMT</pubDate>
				<author><![CDATA[ FatBoyNoSlim]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ I stick him in a Vendetta, basic squad (maybe a medic if I know they have anti-flyer shizzle) and just use the Vendetta to snipe tanks and enemy fliers, it's just a good way of denying your enemy that vital Slay The Warlord <span class="glossaryitem" onmouseover='gp(140);'>VP</span> ;3]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 19:38:11]]> GMT</pubDate>
				<author><![CDATA[ BrotherOfBone]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Honestly, I usually don't care too much, the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> is useful but at the same time expendable. If I sorta care I'll usually just try to hide the unit behind terrain or advance an expendable infantry squad to make a more tempting target, but ultimately it's a 5man guard squad, and there's only so much you can do and only so much you can expect from it.<br /> <br /> If your really want a survivable <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> howeer, Straken is not a bad investment. Not an amazing one, but not an awful one. ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 19:51:09]]> GMT</pubDate>
				<author><![CDATA[ Vaktathi]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ more juicy targets; I use HWSs, so they are always within 12 inches of my commander (for orders) so they get some intrest, more than just a commander.<br /> <br /> I got <span class="glossaryitem" onmouseover='gp(89);'>LRBTs</span> close-by they get the heavy flak thrown their way.<br /> <br /> Marbo.  Nobody likes Marbo, but everyone likes to shoot at him to take'em down fast.<br /> <br /> Outflanking troops to releave the pressure, Sentinels and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> scouts in my case.<br /> <br /> The real disadventage of the Commander is that he is a mere, simple S/T 3/3 human, so a plasma wepaon, even a multi-laser can insta kill him .<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 20:13:46]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor Jex]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/526003/5601098.page"><b>Inquisitor Jex wrote:</b></a><br/><br /> The real disadventage of the Commander is that he is a mere, simple S/T 3/3 human, so a plasma wepaon, even a multi-laser can insta kill him .<br /> </div></blockquote><br /> <br /> Put him with either a squad of Sabre Guns or an Earthshaker/Medusa Carriage and he becomes T7. He's only real threat after that is indirect fire weapons which can <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> any wounds away or Close Combat.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Sorry jist re-read your post and thought you wrote commisar. Its early and I'm still waking up <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 21:12:16]]> GMT</pubDate>
				<author><![CDATA[ Sinji]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ I believe that putting him in a Chimera is the best answer - and it increases his command radius given that the hull of the Chimera is larger than his base. <br /> <br /> I bought two Chimeras just for two <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 21:22:19]]> GMT</pubDate>
				<author><![CDATA[ Dodes]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6e2a7a65b40f1b794057fa352dcb053f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/526003/5598564.page"><b>Peregrine wrote:</b></a><br/>I don't. My <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> gets 4x melta/plasma and a Chimera/Vendetta and finds something to kill. Orders are pretty much useless since the units I want to give them to are usually spread out too much and/or too cheap to make spending 100+ points on a 50% firepower boost worth it.</div></blockquote><br /> This.  Don't rely on him for orders, use the squad for other purposes.]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 21:25:08]]> GMT</pubDate>
				<author><![CDATA[ rigeld2]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Stick them in a chimera. If you're running mech guard he probably won't be issuing orders and therefore won't be targeted.<br /> <br /> If you're running foot guard, you've already lost. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2639c6bd2a42e714227b06646829d6ea.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/526003/5601002.page"><b>Vaktathi wrote:</b></a><br/><br /> If your really want a survivable <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> howeer, Straken is not a bad investment. Not an amazing one, but not an awful one. </div></blockquote><br /> Wait, what? If you want to make the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> survivable, you should add a very expensive upgrade to them? ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 22:23:19]]> GMT</pubDate>
				<author><![CDATA[ BryllCream]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ @ailaros - I had never played tau and my first time was last Friday against a solid player at my LFGS. I was totally ignorant and ill-prepared to deal with them. I also didn't want to field a fully competitive list as that player is a guy who will call you out on it. Besides it was a casual game. <br /> <br /> Tau have the ability to deliver a 1, 2 punch to infantry guard. They can reliably take your cover save away and then shoot you with enough <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5+, ap5+ shots to really hurt. I started with 101 infantry on the table, by turn 4 I probably had less than 35 guys left.  <br /> <br /> Other than meching up (yet another expense for this army), I am not sure how I would even go about keeping my guys alive to have any scoring troops on the board. <br /> <br /> I only have 2 chimeras to play with. My 4 artillery pieces are built so the actual artillery gun slides out of the chimera hull, so I could have 6 chimeras ( with scratch built parts) but then I would have no artillery to play with. I have 4 leman Russ hulls but I feel meh about fielding them.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 22:31:51]]> GMT</pubDate>
				<author><![CDATA[ TheLionOfTheForest]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <b>Carapace Armor: </b>Protects vs. AP5 Fragmentation<br /> <b>Camo Cloaks: </b>For the Cover Save<br /> <b>Medic: </b>For the Extra 5+ Save<br /> <b>Kell/Nork: </b>Auto Look-Out-Sir and Nork is good at surviving all but S10 Weapons<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 22:39:31]]> GMT</pubDate>
				<author><![CDATA[ Anpu42]]></author>
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				<title>Re:How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cc2f614571e001dbfb86a0e97bc763b3.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/526003/5601627.page"><b>TheLionOfTheForest wrote:</b></a><br/>@ailaros - I had never played tau and my first time was last Friday against a solid player at my LFGS. I was totally ignorant and ill-prepared to deal with them. I also didn't want to field a fully competitive list as that player is a guy who will call you out on it. Besides it was a casual game. <br /> <br /> Tau have the ability to deliver a 1, 2 punch to infantry guard. They can reliably take your cover save away and then shoot you with enough <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5+, ap5+ shots to really hurt. I started with 101 infantry on the table, by turn 4 I probably had less than 35 guys left.  <br /> <br /> Other than meching up (yet another expense for this army), I am not sure how I would even go about keeping my guys alive to have any scoring troops on the board. <br /> <br /> I only have 2 chimeras to play with. My 4 artillery pieces are built so the actual artillery gun slides out of the chimera hull, so I could have 6 chimeras ( with scratch built parts) but then I would have no artillery to play with. I have 4 leman Russ hulls but I feel meh about fielding them.<br /> <br /> </div></blockquote><br /> Foot guard will lose against pretty much anyone, nothing to do with being Tau. ]]></description>
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				<pubDate><![CDATA[Thu, 9 May 2013 23:07:07]]> GMT</pubDate>
				<author><![CDATA[ BryllCream]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ Sabres and Gun Carraiges with attached <span class="glossaryitem" onmouseover='gp(25);'>DA</span> characters giving a 4++ invo behind and Agies line. T7, 3+ save, 4++ cove or 2++ if gone to ground and a 4++ invo for indirect or ignores cover weapons. Foot guard is a beast if played right.]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 00:52:39]]> GMT</pubDate>
				<author><![CDATA[ Sinji]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/526003/5602044.page"><b>Sinji wrote:</b></a><br/>Sabres and Gun Carraiges with attached <span class="glossaryitem" onmouseover='gp(25);'>DA</span> characters giving a 4++ invo behind and Agies line. T7, 3+ save, 4++ cove or 2++ if gone to ground and a 4++ invo for indirect or ignores cover weapons. Foot guard is a beast if played right.</div></blockquote><br /> <br /> What character grants that ability? Im not familiar with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>.  What eles would you run with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> if they were an ally? I havent really seen any combination for them with foot guard.]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 01:05:02]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ For troops 2 drop pods with meltas and <span class="glossaryitem" onmouseover='gp(57);'>HS</span> a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad with missiles and drop pod (empty so two with meltas come in turn 1). Characters as Azreal who gives fearless and 4++ invo to any squad hes with. Or a libby (I think the techmarine can also) they can take device that gives all units within 3" a 4++ invo. The libby also has access to divination and hes cheep.]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 04:01:02]]> GMT</pubDate>
				<author><![CDATA[ Sinji]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/526003/5602478.page"><b>Sinji wrote:</b></a><br/>For troops 2 drop pods with meltas and <span class="glossaryitem" onmouseover='gp(57);'>HS</span> a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad with missiles and drop pod (empty so two with meltas come in turn 1). Characters as Azreal who gives fearless and 4++ invo to any squad hes with. Or a libby (I think the techmarine can also) they can take device that gives all units within 3" a 4++ invo. The libby also has access to divination and hes cheep.</div></blockquote><br /> <br /> Sorry for another question and slightly off topic but how many points would that cost.  My space wolves have the same build.  Rune priest as <span class="glossaryitem" onmouseover='gp(56);'>hq</span>, two grey hunter units, 1 with melta, one with plasma and both in pods and I have long fangs with missiles in a pod(but the pod comes empty for the same reason)  I like the rune priest as he can give divination and also denies enemy psychic powers on a 4+ if they pass their test within 24 inches.  There anything else azreal would bring, Im not sure as to how well he is as a character.<br /> <br /> Also to stay on topic I had a thread exactly like this that i created about 2 months ago.  Basically the outcome was that if you really want to keep them alive put them in a chimera or even a vendetta.<br /> <br /> Camo cloaks behind a defense line isnt bad either armed with a standard and a lascannon this allows them to sit back and buff the squads around from running away.<br /> <br /> Or you could just try to be careful and have your commander hide around a Leman russ or some other tank and try to poke out so that he sees key targets and most of your opponents units dont see him.<br /> <br /> Against enemy flyers, yet again a chimera or vendetta will save them.<br /> <br /> Hope this info helps but its basically the same I had in my thread and its basically what everyone else is saying in this thread so Im not gunna beat a dead horse.  Any other question, feel free to ask.]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 04:34:44]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ The Libby with the 4++ invo thingy is about 100pts but doesn't have as good psy-defence.<br /> <br /> The troop guys are 115 pts for 5 guys with pod and melta gun (I think?). I think the sarge can have a combi-melta for 10pts as well<br /> <br /> The <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squad is cheaper than the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> one but not as good but can take flakk missiles taking them upto around long fang cost.<br /> <br /> This is off the top of my head so sorry if I'm off with points.]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 05:27:55]]> GMT</pubDate>
				<author><![CDATA[ Sinji]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><cite>TheLionOfTheForest wrote:</cite>I started with 101 infantry on the table, by turn 4 I probably had less than 35 guys left.</div></blockquote><br /> Welcome to 6th ed foot guard. Tau are, as you see, extra good at dismantling it.<br /> <br /> <blockquote><div><cite>rigeld2 wrote:</cite>Don't rely on him for orders, use the squad for other purposes.</div></blockquote><br /> Then why bother taking a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> at all. Other than advisers, orders are the only thing that makes a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> distinct from a veteran squad. Why pay 80 points for 3 BS4 meltaguns when you can spend only 20 points more to double the size of the squad and make them scoring?<br /> <br /> In any case, if you want your warlord to be safer, then take a commissar or primaris psyker that can much more easily hide in something else, being independent characters.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 05:34:18]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fe521ef049cf08dfe48f5a43cc4f107d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/526003/5602661.page"><b>Ailaros wrote:</b></a><br/><blockquote><div><cite>TheLionOfTheForest wrote:</cite>I started with 101 infantry on the table, by turn 4 I probably had less than 35 guys left.</div></blockquote><br /> Welcome to 6th ed foot guard. Tau are, as you see, extra good at dismantling it.<br /> <br /> <blockquote><div><cite>rigeld2 wrote:</cite>Don't rely on him for orders, use the squad for other purposes.</div></blockquote><br /> Then why bother taking a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> at all. Other than advisers, orders are the only thing that makes a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> distinct from a veteran squad. Why pay 80 points for 3 BS4 meltaguns when you can spend only 20 points more to double the size of the squad and make them scoring?<br /> <br /> In any case, if you want your warlord to be safer, then take a commissar or primaris psyker that can much more easily hide in something else, being independent characters.<br /> <br /> <br /> </div></blockquote><br /> <br /> See, even Primaris Psykers are a bad idea now because of the new daemons. <br /> <br /> I have never had problems with protecting my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>. Carapace and in a chimera has worked fine for me. ]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 05:42:43]]> GMT</pubDate>
				<author><![CDATA[ Happygrunt]]></author>
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				<title>How do you keep your Company Commander alive?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fe521ef049cf08dfe48f5a43cc4f107d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/526003/5602661.page"><b>Ailaros wrote:</b></a><br/>Then why bother taking a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> at all. Other than advisers, orders are the only thing that makes a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> distinct from a veteran squad. Why pay 80 points for 3 BS4 meltaguns when you can spend only 20 points more to double the size of the squad and make them scoring?</div></blockquote><br /> <br /> Because:<br /> <br /> 1) You can take four melta/plasma guns, not three. Between that and <span class="glossaryitem" onmouseover='gp(401);'>BiD</span>/<span class="glossaryitem" onmouseover='gp(374);'>FOMT</span> you have the highest possible concentration of firepower in a single transport, and the most reliable anti-tank.<br /> <br /> 2) You have to take an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> of some kind. A melta/plasma <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> is much more effective than a psyker or commissar unless you're playing Sabre + earthshaker spam, and it doesn't make sense to take a less-effective <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> just because there might be a better non-<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> option. You have to compare <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, not <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to troops.]]></description>
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				<pubDate><![CDATA[Fri, 10 May 2013 06:59:08]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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