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How to equip a CCS for an Allied detachment?


Trokair

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As the titles says, I am trying to work out how to equip a Company Command Squad for my Allied detachment of guardsmen.

 

The main armies are GK or Sallies, and both don’t have a lot of AP 2 at range; as such I will be taking two veteran squads with Plassma guns.

 

Initially I though to equip them with plasma as well, but while a 4 plasma gun CCS will put out a lot of hurt they will also attract a lot of attention and I fear will die before I can actually use them to full effectiveness. Three plasma guns and a medic might survive a little longer but I don’t think it will help.

 

So what has worked well for you and  what would you recommend I equip the squad with.

CCS with 2 plasmas, carapace and medic cost somewhere around 110-120 if I am not mistaken. Toss them in a Chimera for drive-bys and you net yourself around 170-180 points for 2 mobile plasmas in 12/10/10.
If you choose mech vets, then orders matter little and you can skip the vox.
Say, 3 chimeras where 2 plasmas each fire from up top at around 500+ points. Worth it? Depends on you army list msn-wink.gif
I play GK too and I would actually prefer either meltas or LC on vets/platoons or big tanks with their respective guns. I do not really feel the need for plasma vets when I can get either PC henchmen or even better, an executioner, the king of plasma. Buff it up with prescience and you have holy murder on a stick.

Thank you both. Two Plasma guns sounds like a plan.

 

What about a Master of Ordinance, how useful is he/how reliable is his shooting?

 

So two Plasma are a good number

 

I have no henchmen, though the vets might just double up as some to bodyguard some PC servitors, I will have to see what will work better.

 

My local meta is biased towards MEQ(about 40% bike)/TEQ armies with very few tanks (mostly dreads and the occasional flyer) so I don’t feel that I need extra heavy anti tank options for the GK, and the guard allies provide Hydras to sit in a corner.

 

As for meltas, the Salamanders have plenty of those, and while they can be used for MEQ/TEQ cracking the range and fewer shots are a factor. As such I thought Plasma Vets would help.

 

I do intend to expand the Guard with time into their own force, but for now they are allies.

I do intend to expand the Guard with time into their own force, but for now they are allies.

This always happens. The Emperor's will, clearly msn-wink.gif

The Master of Ordnance is nice enough, but nothing particularly amazing so for an allied force you'll probably be better off not taking him especially when your Sallies are getting up close and personal with the enemy as you'd risk friendly fire.

MoO is useless if you decide to Chimera camp. You only have 2 firing points, which is being used by the plasmas. If your meta is full of MEQ and TEQ, then a Executioner will serve you better because most of their dudes can only threaten it in melee or melta range. By then the tank has roasted them. On the other hand, if they make frequent use of drop pods, then the LR is a big risky due to turn 1 melta in your rear.

how about plasma cannon armoured sentinels as these use up an elite slot? these are relatively cheap pts wise as well to bring some AP2 love.can you give a rundown of the entire list, including the GK force so as to see what one can fit it. it should be noted that with all the upgrades even a command squad gets costly soon, points that could be spend on other options as well.

that being said, as soon as you take two veteran squads you might as well field an entire secondary force, since that's allowed now. maybe consider the leman russ commander option too, because if your veterans are mounted up orders won't matter that much anyway

how about plasma cannon armoured sentinels as these use up an elite slot? these are relatively cheap pts wise as well to bring some AP2 love.can you give a rundown of the entire list, including the GK force so as to see what one can fit it. it should be noted that with all the upgrades even a command squad gets costly soon, points that could be spend on other options as well.

that being said, as soon as you take two veteran squads you might as well field an entire secondary force, since that's allowed now. maybe consider the leman russ commander option too, because if your veterans are mounted up orders won't matter that much anyway

 

ArmSents are FA slot. I first, second and third that Tank Commander. They bring your plasmas, your dakka, your AV and your slippers when you just woke up.

 

how about plasma cannon armoured sentinels as these use up an elite slot? these are relatively cheap pts wise as well to bring some AP2 love.can you give a rundown of the entire list, including the GK force so as to see what one can fit it. it should be noted that with all the upgrades even a command squad gets costly soon, points that could be spend on other options as well.

that being said, as soon as you take two veteran squads you might as well field an entire secondary force, since that's allowed now. maybe consider the leman russ commander option too, because if your veterans are mounted up orders won't matter that much anyway

 

ArmSents are FA slot. I first, second and third that Tank Commander. They bring your plasmas, your dakka, your AV and your slippers when you just woke up.

 

QFT...Pask, especially, is a beast...but that's not really the question.  The question was how to equip a CCS if you're using IG as an ally.  And the difference between a 400 point (roughly, minimum) Pask squadron and a 60+ point CCS is mammoth.  You'd better damned well get a lot for a 400 point investment!  On the other hand, if you're trying to unlock a vendetta squadron or some wyverns, then maybe you are just thinking of the 60 point tax and wondering if, in the range of 70-90 points, you can turn it from a tax into an asset.  

While I like the idea of a tank Commander that will eat a lot of points. So yes I rather use a cheaper HQ for now, hence the CCS question.

 

I like the PC sentinel idea, will have to look into it.

 

I suppose an Officer of the fleet and some servo skulls might make deepstriking the Strikes reliable enough option to actual use it.

 

@Immerstrum, I don’t own any slippers, so that Tank Commander would have a problem.

 

 

This is the core GK (just over 1500) that I then add to/substitute other units as I want. I have 5 razorbacks with either HB or TLAS, a land raider, extra inquisitor, GK Grand Master, Brotherhood Champion, Vindicare, Eversor, another Purifier unit.

 

OMI, TDA, Psyker, Psycannon

10 Purifier, 5 Halberd, 1 Deamon Hammer, 4 Psycannon.

 

10 Strike, 2 Psycannon, 1 Deamon Hammer, Psybolt ammo

10 Strike, 2 Psycannon, 1 Deamon Hammer, Psybolt ammo

10 Strike, 2 Psycannon, 1 Deamon Hammer, Psybolt ammo

 

5 Purgatation, 4 Incinerator.

Dreadnought, 2 Twin-Linked Autocannons, Psybolt ammo

Dreadnought, 2 Twin-Linked Autocannons, Psybolt ammo

 

Games are 1500 to 2000, so the allies are either added or replace a strike squad (for the two vets) and something else for CCS/chimeras.

 

 

 

The Sallies are roughly, adding or taking as needed.

 

Vulkan

Command Squad, Champion, Apothecary, 3 meltabombs, 1 PSord, 2PAxe, 3SS

Raxorback

 

6 Sternguard, 2 HF, 4 Combimelta, Meltabomb, Razorback

Dreadnought, HF

Dreadnought, HF

 

10 Tactical, Combimelt, Meltagun, MM, Razorback

10 Tactical, Combimelt, Meltagun, MM, Razorback

5 Tactical, Combiflamer, Flamer, Razorback

 

3 AatackBike, MM

 

And yes I know these lists are not that good.

Hmm.  You don't really need anything that a CCS has to offer in terms of weapons.  Maybe a lascannon, since they have BS4.  Can't go wrong with that, if you have the points.  Looks like the sallies wouldn't benefit from the officer of the fleet, but deepstriking strike squads would...where are you getting the servo-skulls from?  I guess you could add them to the OMI?  That's not a bad idea...put skulls on top of mid-field objectives, then drop strikes on top of them on turn two?  From that position, their 24" range S5 stormbolter spam would dominate the battlefield...

What do people think of Sniper rifles in CCS squads? They would allow the unit to stay back and safe while still contributing a little shooting, and unlike plasma they would be a smaller thread so more like to be ignored (and a lot cheaper as well so if the unit dies the loss is not as great).

 

 

Four snipers and a commander or three with a medic and commander?

to be honest, 3-4 sniper rifles are going to be so ineffective that if you're worried about getting the CCS killed, you're better off giving them a mortar instead, and just sticking them out of LOS.  Sniper rifles on their own are so meh.  It takes special rules like eldar pathfinders and IG ratlings have to make them at all worth considering.  JMHO, YMMV

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