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post #11 of 22 (permalink) Old 01-17-07, 06:44 PM Thread Starter
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thank-you wrath of kaine, and even though some of you are being helpfull no-one has yet answered my question - can HMH be in his command squad - with a chaplain and marshall? and will it take up only 1 hq slot? or do i have to ditch the marshal?

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post #12 of 22 (permalink) Old 01-17-07, 08:13 PM
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no
helbrect being an independant character cant have a command squad with another independant character. looks like you hav have to drop the marshal.

By all means prove me wrong, but i wpuld be very very surprised if i am
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post #13 of 22 (permalink) Old 01-18-07, 02:03 AM
 
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I've just looked over the Black Templar book for you, and it would be a negative. Helbrecht is a separate HQ choice from a Marshal and/or a Chaplain and would become a 3rd and illegal HQ choice. There really isn't a way around it unless you make a 1500pt list with Helbrecht and a marshal, then a separate 350pt list with the chaplain. This would fit in an 1850 pt game, but people probably woundl't want to play much against too many HQ's. Stuck with just the 2 HQs it seems.

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post #14 of 22 (permalink) Old 01-18-07, 02:42 AM
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Im sorry, I misunderstood the original question.

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post #15 of 22 (permalink) Old 01-18-07, 04:35 PM Thread Starter
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kk, i will just have him and a command squad, no chaplain

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post #16 of 22 (permalink) Old 01-19-07, 01:17 AM
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I;ve found that often times the best way to keep an IC alive is to NOT give him a command squad and instead leave him on his own, but nearby to another squad, as an escort.

Reason being, an IC in a squad means the IC can be hit by torents of fire, caught up in assault, 'range-sniped' hit with ordinance, etc.

Meanwhile, the rules say that an IC on his own can never be targeted unless hes the closest unit to the enemy, so if you have him walk ehind another unit then he;s not the closest and is pretty much safe until his escort gets shot up or assaulted.

Usually works best with bike or JP charcters following similarly equipped units. faster than hoofing it

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post #17 of 22 (permalink) Old 01-19-07, 07:37 AM
 
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Yeah, but most people want their commander to get out there and do something useful.
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post #18 of 22 (permalink) Old 01-19-07, 02:35 PM
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Depends on the character and the army composition. A dev/shooty tac heavy army is going to want a minned down commander to give everyone a Ld bonus. You generally want him off in a corner somewhere where he won't die.

Your more combat oriented characters, chaplains, librarians they can follow behind an assault squad and then join back up once they're within the assault threshold.

Just because the character isn't saddled with a command auad doesn;t mean he can't get where the action is. Quite the contrary if you have assault squads or bikers to tag along behind.

The only proble with an independant IC is if you end up getting stuck with escallation and your IC and his Escorts end up arriving in different turns

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post #19 of 22 (permalink) Old 01-19-07, 11:23 PM
 
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I'm not talking about the Command Squad so much as attaching the character to another squad. The additional firepower and combat abiliy Besides, if you want a really safe commander, just move him 7" into forest.

Also, in any case, it means that the squad the character will be in can't move full speed the turn before it attacks, which will cause problems with the inevitable range bollocks-up.
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post #20 of 22 (permalink) Old 01-20-07, 02:27 AM
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My view of command squads is a bit biased since I play Blood angels and ours are notoriously overpriced and undervalued. Sure, it;s nice to have a jump [ack command squad, but our honor guard cost 3 points extra (before buying JPs) and have no special skills. So most of us just hook our HQ character up to an assault squad.

It can somethimes prove a bit tricky, but if you know what you;re doing, you can maneuver them efficiently, get yoru character where he needs to be and keep him alive until he gets there.

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