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CQB CCS


Seahawk

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Acronyms ahoy!

 

After getting Mont'ka I immediately had to make a company commander with Celeritas, The Iron Left, and Wrath of Cadia (shoulder mounted), because it looks awesome (also, great rules for cheap). I wanted it to work with the Assault Company formation, or just be cool in general.

 

So, to make a close quarters combat company command squad, what should I equip? Obviously the commander has his gear, but I'm thinking something like:

 

- medic

- heavy flamer

- 2 flamers

- carapace armor

 

What other gear/advisors would be good to add in?

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Can you have multiple relics on one guy?

 

And outside of the command squad, you can add independent characters. My suggestions:

 

Inquisitor with Power Armor and Psychic ML1. Give him a free force sword. Rerolls everywhere with divination.

 

Priests. Explanation should not be necessary.

 

Commissar/Lord Commissar. Don't blam people, but he's a character (to absorb challenges) and can take a power sword.

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Oh yea, you can stack as many relics as you want, following the limitations in the IG codex (of which there are very few). The limitation varies book by book (example: SM can replace any weapons with relics, Orks just get screwed over, and IG can be super stackers). 

 

Anyway, thanks! I have the perfect Inquisitor model to use, and plenty of priests and commissars.

 

The squad's gear is fine though, eh? Burn out the opfor, clean up with the power swords.

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I agree, for assault flamers are the obvious choice (along with a heavy one naturally), a medic and carapace goes a long way too but as mentioned numbers are thin so bulking that with attached characters is a good idea. Regarding power weapons, swords are the standard choice for good reason generally but what about the other options? Mauls are quite good for Guard, what are your intended foes for this set up or is it more generalist? Still want our bodyguards back... but Nork is better than nothing. Got room for him right? ;)

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If you're building a CC squad I'd say so, added numbers is good but he can help keep your officer alive as well as be a handy combatant himself :) Plus if you want an assault CCS you're going to know that points will have to be spent, just a matter of how.

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I don't think you can add Nork. Cadian detachment, only unique characters allowed are Creed, Kell, and Pask. 

Given that I always run with BT allies, this idea looks intriguing. Throw in a priest, and a BT Chapter Master/Captain, throw the whole thing in a Chimera, the unit becomes rather terrifying. Lord Commissar with Power Sword and Emperor's Wrath for extra gravy.  

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Yeah, Nork is out. To get those relics you have to be a Cadian detachments, which means no bodyguards famed for working with Catachan regiments.

 

Consider dropping one of the flamers for a regimental standard. The added virtual wound is nice, plus you might stick around when you lose with the re-roll.

 

Give the commissar lord a powerfist if you bother to take him at all. The extra high strength AP2 is nice to have against a lot of targets. As far as other characters, an Ordo Xenos inquisitor is almost a must. A priest is also a must have, particularly given how cheap he is.

 

Now, this last point is kinda wild (and expensive $$) but you should sincerely think about it: Get a Gorgon.

 

No matter how much you boost the toughness of this squad it will still take significant damage the one turn after it disembarks from a chimera. Even a basic barrage of boltguns from a tactical squad will surely bring about a ton of casualties and drop your effectiveness fast. Gorgons are assault vehicles. You can charge out of them right into the enemy. Plus, they can carry two squads. Stick them with forty conscripts and another priest. Now you have a rolling threat that can genuinely hurt most things in melee.

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Here's the dream team:

 

5 Bullgryns - power maul/brute shield 

5 Bullgryns - power maul/brute shield

CCS - Celeritas, Iron Left, Wrath of Cadia, medic, heavy flamer, carapace armor

CCS - Straken, Nork, medic, heavy flamer (obviously from a different detachment!)

4 Ministorum Priests 

2 Lord Commissars - power fists 

Ordo Xenos Inquisitor

 

That should fill all 50 seats! Once within assault range, the Bullgryns pop out, each toting a priest and commissar. The next turn, the CCS's pop out with the rest of the characters and mop up.

 

 

If I were to stick with...feh...humans...then probably this:

 

CCS - Celeritas, Iron Left, Wrath of Cadia, medic, heavy flamer, carapace armor, regimental standard

40-man Combined Squad - 4 power weapons/fists, 4 flamers/grenade launchers

2 Priests

2 Lord Commissars - power fists

Ordo Xenos Inquisitor

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Here's the dream team:

 

5 Bullgryns - power maul/brute shield 

5 Bullgryns - power maul/brute shield

CCS - Celeritas, Iron Left, Wrath of Cadia, medic, heavy flamer, carapace armor

CCS - Straken, Nork, medic, heavy flamer (obviously from a different detachment!)

4 Ministorum Priests 

2 Lord Commissars - power fists 

Ordo Xenos Inquisitor

 

That should fill all 50 seats! Once within assault range, the Bullgryns pop out, each toting a priest and commissar. The next turn, the CCS's pop out with the rest of the characters and mop up.

All for the low-low price of 1500 points for one transport full of a mixed bag...meh.  Been playing guard since 1998...straken was kinda cool, a mob of 50 conscripts with an attached priest is pretty cool (I brought down a flyrant with that lot back when you used commies instead of priests)

 

The only fighty T3 HQ that's worth talking about is a melee canoness.  Nothing in the IG dex is worth talking about.  Our melee prowess is worse than greenskin marksmanship and the only way we have of getting results is the same way they do it:  throw more dice at the problem.  You simply aren't going anywhere if you're trying to make an elite melee unit out of guardsmen.  Hell, even if you tool up the boss and give everyone else flamers.  

 

I crushed a "flamestar" IG CCS with my vets...it wasn't hard, I just threw a remnant squad in there first to body-breach the wall of flame, then a healthy squad swept in.  Locked the commander in a challenge, brutalized the squad with 18 attacks to their 4, my sergeant died, the commander ran, I ran him down.  End of story.  Even if he'd thrown in a priest, the priest has to be alive for the unit to be unbreakable, and it would have been 5 attacks against 18.  IG CCSs don't stand up to a charge from guardsmen, they won't hold up against anything else, either.  I didn't even have carapace armor, my vets take chamelioline instead because they mostly cover-hug and shoot autocannons.

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Erm...let me reiterate...IG wipes the floor with IG command squads.  It has nothing to do with hardcore win at all costs powergaming.  Toughness three, flak or, if you want to pay, carapace armor, WS3, one attack per veteran, and a cap of 4+1 in the squad...till you start paying 20+ points appiece for additional T3 models with no access to carapace armor.  Has nothing to do with being a debbie-downer.  There is no army in 40k against which it is reasonable to go all Arnold/Jean-Claude/Sylvester with your command squad, even in a casual game.  So do what I did with my warcat-riding melta-toting rough riders...make the models, make them pretty, and put them in a display case.

 

/edit/ Welll...your idea is montka-based...if you have a way to get them stuck in without getting shot to pieces, they might survive against a squad of fire warriors...if they get the charge... (but why bother, when you have a heavy flamer in the squad?)

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Closest I'll probably come to a CQ CCS is a little list I've got planned....

 

Emperor's Infantry platoon, blobbed up, 5 heavy bolters, 5 grenade launchers, couple power weapons on sarges, and a priest.

 

Straken and CCS (From CAD) Lascannon, Master of Ordnance, Voxcaster, maybe a melta. 

 

PCS from platoon in stolen Chimera.

 

Straken walks behind the 50 man squad, giving them Counter Attack, and Furious Charge, on the off chance that could be used. The Platoon unleashes massive anti infantry fire, capable of crushing most enemies in a firefight. But charging them could be equally deadly, with over a hundred rerolling attacks, with power weapons to spice. Might even be worth throwing in a Divination Primaris Psyker, just to make that squad even fiercer. 

 

The idea with this one is a dual threat, assault and shooting, that makes the squad definitely grab your attention, and will take ages to remove. 

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Mine is straken with 3 plasma guns, a medic, carapace, nork and a priest with plasma gun.

Strakens relentless lets me fire 9 plasma shots, 3 ripper gun shots and 2 lasgun shots and charge in with rerolls afterwards. Not optimal by any means but is "almost" :) guaranteed to take out a marine squad.

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