How effective are commisars w/ pfist? - Wargaming Forum and Wargamer Forums
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post #1 of 18 (permalink) Old 09-17-08, 08:59 PM Thread Starter
 
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Default How effective are commisars w/ pfist?

I see many lists including commisars with the normal HQ's.

Personally i can't see 2 70 point units being att all worth it as an anti tank squad would do way more anti tank work and not mean the HQ has to charge forward.

Is he really that effective in combat...he's still human with most of there stats(slightly better ws)

If this is so why not just give an officer the PF as his stats are better?

Is it all for the +1 Leadership? if so is it needed on top of a a banner?
Is it worth the loss of your officer, should he fail?

other then conscripts i don't see a huge use for him but i see so many lists with him. what am i missing. because at 70+ points and wortha doctren if taken independent i just don't see it worth while for anythig with guard like stats.

the other part that bugs me is how often does he get to use his PF? the hq is not exaclt highly mobile and is more lickely to get assaulted than assault and being only 5 other models i doubt he lives long enough to use his fist.
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post #2 of 18 (permalink) Old 09-17-08, 09:05 PM
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I kit out my Commissars rather than my officers for one simple reason.

The Officer can and will get shot the SECOND he fails a Leadership roll.

"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
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post #3 of 18 (permalink) Old 09-18-08, 06:42 AM
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Powerfists are just a bad idea in Imperial Guard no matter who has it.

Stick with your guns.

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post #4 of 18 (permalink) Old 09-18-08, 06:46 AM
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Quote:
Originally Posted by onlainari View Post
Powerfists are just a bad idea in Imperial Guard no matter who has it.
I beg to differ.

Only way to get a close-combat strength higher than 3 without being an Ogryn or first-charge Rough Rider.

"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
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post #5 of 18 (permalink) Old 09-18-08, 07:08 AM
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The officer in one of my command squads uses a power fist. He made an ork war boss break and run after he killed the 2 boyz that were with him.

As for my commissars, they are there to provide moral support so to speak. I use a vox network for my leadership tests so the chance of my officers getting shot is pretty slim, but on the off chance they are executed, I have a back up plan.

Not only are they useful for leadership and extra punch in CC, but they are incredibly fluffy, and a blast to have in my army.



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post #6 of 18 (permalink) Old 09-18-08, 08:07 AM
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Quote:
Originally Posted by onlainari View Post
Powerfists are just a bad idea in Imperial Guard no matter who has it.
*cough cough splutter*
ARE YOU MAD!?!?!?!

we rarely strike first anyway, so we may as well hit hard, and I think my LT would agree
ahh those poor 30 fire warriors, 10 Kroot, 3 grey knights, 2 chaplains, 3 company masters and dreadnought, so many games guard with power fists are underestimated, so many times people are proven very wrong

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post #7 of 18 (permalink) Old 09-18-08, 08:33 AM
 
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I think Commissars are great. They add a punch to a CC Command Squad/HQ Command, the models look cool, and they have cool special rules.

That's only if you don't mind him popping your officer in the back of the skull.
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post #8 of 18 (permalink) Old 09-18-08, 02:07 PM Thread Starter
 
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IS the +1 leadership really worth it?
with a standard i find my main officer rairly fails.

and if they do is that not what iron d is for?
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post #9 of 18 (permalink) Old 09-18-08, 02:18 PM
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Quote:
Originally Posted by Morgal View Post
IS the +1 leadership really worth it?
yes, and its a good enough excuse to take a commissar model, usefulness be damned

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post #10 of 18 (permalink) Old 09-18-08, 04:29 PM Thread Starter
 
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Quote:
Originally Posted by Cole Deschain View Post
I beg to differ.

Only way to get a close-combat strength higher than 3 without being an Ogryn or first-charge Rough Rider.
Exactly, there are other options.
Well for the powerfist...it costs at least 60 points..
for that i can almost get 6 rough riders.

I just can't see the powerfist and 2 attacks in an already hi point, high priority, and squishy squad. Although you are right fuard almost always attack last. But if fists are so worth it would it not be better to place it on officers? I almost never see fists used in that way.

I can see some use in never failing moral checks, but this is rare with a LD9 re-rollable check and if a squad does fall back it is worth the same as a commisar.
I would rather have the extra squad.

or maybe i don't play aggresivly enough and my officers don't seem to cc much and often try to stay away from combat.
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