rus11870 Posted January 4, 2009 Share Posted January 4, 2009 What should a Command squad be made up of? Other than an Apothecary... What's your preference? I think it should be used as a Close Combat team.. Brazen Claws 5th Company FOR FERRUS AND THE EMPEROR!! Link to comment https://bolterandchainsword.com/topic/156491-command-squad/ Share on other sites More sharing options...
son of macragge Posted January 4, 2009 Share Posted January 4, 2009 mine is made up of: apothcery, champ, vet with power fist, vet with meltagun and a spare wound(standard vet) Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829304 Share on other sites More sharing options...
robdark1 Posted January 4, 2009 Share Posted January 4, 2009 loading out the command squad ot ether a assault punch or counter punch depending on what you trying to do with them altogether . Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829329 Share on other sites More sharing options...
rus11870 Posted January 4, 2009 Author Share Posted January 4, 2009 I have some extra models to make up a command squad... i was definitely thinking a couple of power weapons... the Meltagun would give a nice punch though.. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829331 Share on other sites More sharing options...
rus11870 Posted January 4, 2009 Author Share Posted January 4, 2009 Thats the problem. I do not know what i would use them for, anti-personnel or anti-vehicle Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829335 Share on other sites More sharing options...
Reinholt Posted January 4, 2009 Share Posted January 4, 2009 Given that the command squad will be accompanying your most assault-capable character in the army, I think it's a waste to kit them out for anti-vehicle duty. Do you really want to pay 100 points for a captain and then have him stand around and bust rhinos? Now, that's not to say you shouldn't take a meltagun or two in a command squad, but building them specifically to be anti-vehicle is a waste to me. I would use them to crack hard assault targets, and build them in such a way as to distract attacks from my captain, which would mean: - At least 1 thunder hammer or power fist to make them instant-death capable. - At least a few spare wounds so that the first hit or two doesn't kill high point models. - Probably a few power weapons beyond that, if you are feeling punchy. Maybe give a guy or two a meltagun instead of a power weapon if you want to crack vehicles. Son of Macragge's squad is similar to what I would do with it. I'd probably aim for Champ, Fist, Apothecary, and two bone stock guys to take casualties from. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829384 Share on other sites More sharing options...
King Tiger Posted January 4, 2009 Share Posted January 4, 2009 my command squad either looks like a tactical squad, assault squad, or terminator squad, cus honestly, the proper command squad is a big waste of points. BUT IF I was to take one by force, then I would only take an apothecary Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829398 Share on other sites More sharing options...
TheReclusiarch Posted January 4, 2009 Share Posted January 4, 2009 I keep mine cheap but functional. In short, they are there to see my captain safetly into combat. The squad, and my captain, will take a lot of heat since they'll come down in a drop pod. Here's what mine look like: 1 Apothecary 2 Veterans with bolt pistols and chainswords 1 Veteran with boltpistol, chainsword and stormshield 1 Company Veteran with Power weapon, bolt pistol and combat shield The stormshield is there to soak up AP3 (and lower) shots. The other guys are meatshields for the Captain and the Company Veteran. :P I don't expect these guys to love long with all the battle cannons I keep facing! With drop pods flamers are a pretty good idea, but I just couldn't make it look good on my guys. Flamers have a drawback as well, they sometimes kill too much so my captain can't get into close combat, a bit no no! :P Simple and cheap. That's what I like! Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829432 Share on other sites More sharing options...
The WarPig Posted January 4, 2009 Share Posted January 4, 2009 apotacary, champ, standard, flamer spare vet Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829696 Share on other sites More sharing options...
Brother Gaius Posted January 4, 2009 Share Posted January 4, 2009 I am planning on kitting out two seperate command squads, one on bikes w power weapons/fists (at least 2) and a melta or two to ride along with my captain with a relic blade. The other one will be for my rather shooty footslogger, and for that one I am planning on loading up with shooty goodness, SB's melta's and plasma. A fist in the squad to make sure that it...deters people from getting too frisky. I might even go all assault weapons so he can advance, shoot, and charge to support my combat squads. One good thing about starting to work on Purity Above All, you have a lot of apothecaries laying around! Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829725 Share on other sites More sharing options...
rus11870 Posted January 5, 2009 Author Share Posted January 5, 2009 Thanks for all the replies, it helps to know what other think and how they have used the Command Squad. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1829935 Share on other sites More sharing options...
StormTAG Posted January 6, 2009 Share Posted January 6, 2009 I've considered tooling them with four plasma cannons and letting them roll around icing MEQs while my Captain joins my Terminators... Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1832340 Share on other sites More sharing options...
son of macragge Posted January 7, 2009 Share Posted January 7, 2009 @ stormtag: command squads can't take plasma cannons, do you mean plasma guns? Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1833626 Share on other sites More sharing options...
StormTAG Posted January 8, 2009 Share Posted January 8, 2009 @ stormtag: command squads can't take plasma cannons, do you mean plasma guns? Yeah, sorry. 4 Vets w/ Plasmaguns and an Apoth, rolling around in a Razorback sounds rather fun to me. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1834053 Share on other sites More sharing options...
Koremu Posted January 8, 2009 Share Posted January 8, 2009 @ stormtag: command squads can't take plasma cannons, do you mean plasma guns? Yeah, sorry. 4 Vets w/ Plasmaguns and an Apoth, rolling around in a Razorback sounds rather fun to me. It's good for monster hunting, very useful against Marines and Terminators, and can pop light vehicles. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1834151 Share on other sites More sharing options...
rockdeity Posted January 9, 2009 Share Posted January 9, 2009 Given that the command squad will be accompanying your most assault-capable character in the army, I think it's a waste to kit them out for anti-vehicle duty. Do you really want to pay 100 points for a captain and then have him stand around and bust rhinos? Now, that's not to say you shouldn't take a meltagun or two in a command squad, but building them specifically to be anti-vehicle is a waste to me. I would use them to crack hard assault targets, and build them in such a way as to distract attacks from my captain, which would mean: who says the captain has to stay with them? Or even deploy with them for that matter? I find that I will often split the captain off into another assault element and use the CS as a FnP shooty squad. 4 plasguns is an obvious choice and the FnP lets you minimize gets hot losses. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1835353 Share on other sites More sharing options...
StormTAG Posted January 9, 2009 Share Posted January 9, 2009 Given that the command squad will be accompanying your most assault-capable character in the army, I think it's a waste to kit them out for anti-vehicle duty. Do you really want to pay 100 points for a captain and then have him stand around and bust rhinos? Now, that's not to say you shouldn't take a meltagun or two in a command squad, but building them specifically to be anti-vehicle is a waste to me. I would use them to crack hard assault targets, and build them in such a way as to distract attacks from my captain, which would mean: who says the captain has to stay with them? Or even deploy with them for that matter? I find that I will often split the captain off into another assault element and use the CS as a FnP shooty squad. 4 plasguns is an obvious choice and the FnP lets you minimize gets hot losses. There are some debates about whether Honor Guard or Command Squads are Retinues as per the Retinue rule in the BRB. That being said, more people are of the opinion that the HG/CS are NOT retinue than otherwise. Especially since Calgar would give you 3 Retinues (lolwut?) Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1835985 Share on other sites More sharing options...
Captain Idaho Posted January 9, 2009 Share Posted January 9, 2009 Here is what I would do: Captain with Relic blade, accompanying a full Tactical squad with flamer and power fist on the Sergeant, in a Landraider. Along side that, a command squad with 4 plasma guns in a Rhino (or Razorback if you are that way inclined), accompaied by a Master of the Forge with plasma pistol. That is alot of plasma shot in a single attack. Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1836150 Share on other sites More sharing options...
greatcrusade08 Posted January 9, 2009 Share Posted January 9, 2009 I put together my command squad out of spare mark II vets, but ill probably never use them: captain: Relic blade/storm shield Apothecary Company champ Vet: power sword/pistol Vet: Lightening claw/ flamer X2 tooled for CC with flamers for template mayhem and for assaults into cover GC08 Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1836161 Share on other sites More sharing options...
rockdeity Posted January 9, 2009 Share Posted January 9, 2009 how does the LC guy even hold the flamer? Getting Edward Scissorhands flashbacks here (j/k) B) Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1836563 Share on other sites More sharing options...
vhati Posted January 9, 2009 Share Posted January 9, 2009 how does the LC guy even hold the flamer? Getting Edward Scissorhands flashbacks here (j/k) ;) I believe the claws can be retracted When I get my command squad, I want to have: 1x apothecary 1x champion 3x veteran with flamer most likely they will ride to battle in a razorback with TLHF or in a droppod, Link to comment https://bolterandchainsword.com/topic/156491-command-squad/#findComment-1836700 Share on other sites More sharing options...
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