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post #21 of 37 (permalink) Old 01-27-07, 02:12 PM
 
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my current command squad (pretty vannilla marines)being a 3 wound termi chaplain, 3 wound master (both with paired lightning clawz & furious crg) combined with the 4 termi hq squad ( 2 assault cannons, 2 chain fists, 1 pwr weapon, 1 pwr fist & furious chrg) altogether pretty versatile.and with the re rolls and fearlessness given by the chaplain they are unrelenting death machines, but remember "tooling em up" does come at a cost, points spent here will mean your playing style has to evolve to suit an ever shrinking army (whitch in its self brings its own challenges, hell in third edition my deathwing consisted of 16 models in a 1500 pt army), regardless the cool factor is defiantly there (though i am unsure of what the new deathwing rules are rumoured to be) and it sounds like it would be a very characterful and hard as hell army that would drag down anythin in hand to hand, and shoot to death just about anything as well.(making foes everywhere pee their pants) thumbs up!!
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post #22 of 37 (permalink) Old 01-27-07, 02:51 PM
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It;s been a while since I;ve used command squads, but I'm pretty sure you;re limited to 1 IC per squad

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post #23 of 37 (permalink) Old 01-28-07, 04:00 AM
 
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yeah man, new codex, page 21 SPACE MARINE SPECIAL RULES, sub hading SPACE MARINE CHARACTERS; point 3; "librarians and chaplains may be attached to another characters command squad. only one character of a given type may be attached to a single command squad. the attached character, the squad and the character leading it are a single hq choice, the attached character is a member of the unit and may not leave it. if the unit is destroyed the attached character and leading character may operate independently".it's quite a good change really (though for more unscrupulous players you are now able to have a command squad like mine+a librarian {giving extra D3 attacks in an assault phase}+ 1 tech marine with servo harness.[ both liber & tech added in deployment ]. in a land raider crusader, we call it the "MAN GRENADE". first turn move 12, pop smoke, second another 12 then jump out 2 inches[total move now 26"!!], then charge, if kept together with good rolling , 15 str 5 init 6 LC attacks [re rolling to hit & to wound], 6 init 5 str 4 force wep[ pwr wep... used his psi pwr], 3 init 5 str 5 pwr wep, 5 str 4 init 4 pwr wep[ tech marine], 11 pw fist/chain fist/servo harness attacks ... all re rolling to hit. a bit extreme im sure you'll agree,) you wont make friends... or even win games [ who would want to play you] if you spend like 1000 pts just on the " uber killy death machines", none the less the option is there.
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post #24 of 37 (permalink) Old 01-28-07, 05:05 AM Thread Starter
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That's brutal. Multiple IC's in one squad. That's...that's...an Ordinance magnet.

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post #25 of 37 (permalink) Old 01-28-07, 07:50 AM
 
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ah yes "ordinance magnet indeed" but deployed in a landraider then they are pretty damn indestructible, only one gun in the entire game can (and has happened to me... sigh) stop them... BASILISK!! THY NAME IS PAIN!!!!! other wise your pretty safe due to blastin forward 12 blow smoke (glancing hits only) next turn 12 again jump out within 2" then charge 6= a mighty total of 32 ", it's a "one trick pony" but damn scary, they have to deal with it or die.. horribly, horribly. good for the distraction, good for a hammer.. just damn good, full of all your daily needs of 5 vitamins & iron!! ( damn expensive, yet also allows you to model some pretty "epic" looking models)
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post #26 of 37 (permalink) Old 01-28-07, 10:06 AM
 
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I would be more afraid of lance weapons than a basilisk. Hell, moreso than that, a Vanquisher tank round would annihilate the whole squad pretty easily. That would definitely suck.

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post #27 of 37 (permalink) Old 01-28-07, 03:30 PM
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That;s why you take a big squad and spread out.

Anyhow, must;ve missed that rule...like I said, I never used command squad (for BA they suck pretty hard. 3pts extra per marine for no extra benefit, no special skills, and just a whoe bunch of options to eat up points)

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post #28 of 37 (permalink) Old 01-28-07, 05:19 PM
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Sounds great but in practice rarely works out.

You can get there but can only charge one squad unless your opponent is dumb enough to squeeze up as your charachters are in the squad.

You are overpowered and are likely to wipe out your opponents and be left with your arse hanging out in the middle of his army. 2 up save is cool but not unbeatable.

I speak from experience. My deathwing used to be a six man CC termie squad in a crusader with a grand master and a chaplain hitching a ride. It was sometimes successful as they could get out of different doors of the land raider and assault three targets but I still lost the lot at times.

Having said that the army was a blast to play!!
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post #29 of 37 (permalink) Old 01-29-07, 04:42 AM Thread Starter
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I have to agree with the Cabbage. It is a little too over powered. I have teh same fear for my chaplain and his lightning calw terminator squad. I am really going to have to get them dug in so they are not shot apart the turn after they own an enemey squad in close combat.

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post #30 of 37 (permalink) Old 01-29-07, 08:03 AM
 
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yeah your right, which is why i keep mine pretty tame, but in regards to lances.... with smoke, only glancing hits, (2 in 6 chance of doin any thin worth while, the extra armor on the crusader will still allow you to move and deploy) why would you leave a crusader out in the open start of game (especially considering the 32" of movement plan, i mean most tables are 4ft, with deployment zones [on the long edge] around 12", you can usually find a tasty target very quickly and by then hand to hand madness ensues) , and while your opponent is sweating over this oncoming doom units (spread the points around make the crusader heavy suppt) they aint shootin at all your other stuff. use it as a bullet magnet, also with the land raider as heavy suppt in missions with escalation you an use teleport homers, basically (which i must apologise for by the way ... err sorry dudes)this style of play allows for some pretty epic and swinging games, ok its not a sure thing and you may start the game as a bit of an under dog in some scenario's but when you do win (and yes it does happen.. honest) you find it quite a good time was had by both sides, and when you lose.. hey its just a game... you cant have it all
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