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Hq Choices
| Bobman |
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Private

Group: Squaddie
Posts: 26
Member No.: 2,976
Joined: 27-October 09

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Hey hey.
I have used my guard off and on for a few years with varying success and was thinking about using them as a main army for a while in 6th so was thinking about HQ choices.
In 6th they have become even more important as they now give away VPs. Now I dont really like using named characters so I have found my codex marine HQ have only given up VPs without really contributing an offensive element.
My Guard is basically an Infantry platoon with a couple of Russes and an artillery piece and 2 squads of vets. Previously I have been using 2 CCs for orders but the only really contribute orders to the package whereas now I need one that is suvivable also.
Anywho enough rambling, I was basically interested in peoples views in good HQ choices.
Many thanks bobman
Edit; sorry being a dumbass and I put this in the rules forum by accident. Can a mod move it for me please. Cheers.
This post has been edited by Bobman on Aug 3 2012, 03:43 PM
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| Aner-Dyfan |
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Captain

Group: Squaddie
Posts: 715
Member No.: 799
Joined: 15-August 06

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Well despite the fact we can use a CCS, a Primaris, or Commissar Lord I've only ever used the CCS.
I like to keep them cheap, as I do with everything in my army. More points just means they have to make up more points before they die. I'll list a few CCSs I would field and reasons:
4 plasma, reserves messes with DS forces. 4 nades, mobile order shouters. Can pop transports nicely. 4 snipers, used in conjunction with PBS to pin. Autocannon/lascannon, for gunline orders and anti-tank. MoO+mortar, more ordnance. Astropath, vital if using any amount of outflankers or deepstrikes. would never take Al'rahem without.
If you do want to make them more survivable then a chimera is perfect. Or as I try and do, provide other threats to pull the heat off them. But I can't see any way to make them survive, guardsmen die.
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| Major Sharpe |
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Lieutenant Colonel

Group: Lord Generals
Posts: 2,233
Member No.: 295
Joined: 11-July 05

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If we're going to take special characters off the table, then you've only got three HQ choices to look at. Even so, that choice is a fairly involved one, dependent on the needs of your list. Rather than trying to give an in-depth discourse in response to a rather open ended question, I'll try to summarize some thoughts about the codex entries.
Company Command Squad
The command squad is probably the hardest unit to offer insight on, because there are so many ways you can list one. Some thoughts:
- The entire squad is BS4. This makes them a worthwhile recipient of plasma guns, melta guns, sniper rifles, and the pricier heavy weapons. A few popular configurations include:
+1 Lascannon or 1 Missile Launcher +4 Plasma Guns, 1 Plasma Pistol +3 Plasma Guns, 1 Plasma Pistol, 1 Medic +4 Melta Guns +4 Sniper Rifles or 2 Sniper Rifles, 1 HB/Autocannon
- Regimental Advisers seem really good on paper. They can be good on the table, but they rack up points pretty quickly. Here's a quick synopsis: +MoO is wildly inaccurate, and often will not make his points back. New 6ed ordnance barrage rules may have changed this, check out Major Speirs post for details on that. +Master of the Fleet isn't very popular, because most armies have some way to counter his effect on the units that count. +Astropath should be considered a mandatory choice for any force which will be relying on reserves rolls. +Bodyguards are generally a waste of points. Close combat abilities are negligible, you're essentially paying 15 points to add a wound to the squad. Only real use is for fun in apoc games.
-A popular strategy is to equip the command squad with plasmas or meltas and then place them in a Chimera. They can roll around the battlefield issuing orders and firing from the top hatch. Best in smaller games.
- Ostensibly the cheapest option of the three. Realistically, as or more expensive than the LC or PP. The CCS has a lot of survivability options, most of which are a little too cost effective. Nothing in the CCS should be seen as too valuable to lose. If your Captain's ability to issue Captain orders is that vital to your army, it's often cheaper to just drop 50 points on a second CSS rather than spend twice that protecting a single one.
-Keep the Captain's equipment cheap. A bolter or bolt pistol is a perfectly reasonable investment, but be wary spending anything more. Power weapons and power fists will not turn the unit into a competent squad in the assault phase. A plasma pistol can be a good investment, but only if you're certain the squad will be within 12 inches of an enemy unit during your shooting phase.
-The primary question to ask yourself when considering a company command squad is how much your army needs/benefits from the two Captain orders he can issue every turn. 'Bring it Down!' and 'Fire on my Target!' are most useful when issued to heavy weapon squads. If your list doesn't have any a Captain could be considered less essential to your force. It should be said that 'Fire on my Target!' isn't JUST for heavy weapon squads. A particularly shooty vet squad or 10 man unit of Ratlings would benefit greatly from it, but the idea is that it's for buffing a SINGLE unit that's contributing to your firebase. 'Get back in the fight' can be a solid order, but routing intact guard units are less common than you'd think.
Lord Commissar
will edit tomorrow
Primaris Psyker
will edit tomorrow
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| Acha |
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Private

Group: Squaddie
Posts: 28
Member No.: 3,169
Joined: 18-July 10

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If you ask me both the Lord Commissar and the Primaris psyker is great choices with the new edition. I use both of them to anchor a more solid gunline way back on my table half. The neat trick is to use them in synergy with other units.
The Primaris psyker with telepathy. Put this chap with a psyker battle squad inside a chimera. Use the PBS to lower the leadership of any unit that's to close and then cast psychic shriek with the Primars and... voila=)
The Lord Commissar. Either you have him join a heavy weapon squad (does the camocloak thingy from last edition still work?). Then put the havy weapon team behind the aegis defense line to boost the cover save even more. When I field him I also tend to field two heavy weapon teams. Put him close to both of them and let his aura boost the orders received sir rolls =P (to do this with good effect you have to either have a PCS or CCS close by to give them orders, I usually use the CCS to get some bring it down orders but the PCS got some nice ones to =P
A second way to use him is to put him with a unit base to base with an AA gun (yeah I use both Aegis defense, AA guns and hydras=P). Then you can use his BS to shoot witch is far better than the generic guards men.
Side note: If placed with these tactics in mind it's not impossible for you to place both the Lord Commissar in base to base with the AA gun and in close proximity of the two Heavy weapon teams at the same time =P
This post has been edited by Acha on Aug 6 2012, 09:01 AM
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| Bobman |
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Private

Group: Squaddie
Posts: 26
Member No.: 2,976
Joined: 27-October 09

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It was a bit open ended, I was really trying to find out what people use as I don't really know what to do with them yet.
I have thought about the commissar lord trick but I think I'm gonna go with the dual CCS one as the plasma set up to deal with close assault threats. I really think orders could be a good thing if I can get the finesse of using them down.
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