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post #1 of 9 (permalink) Old 04-02-13, 06:23 PM Thread Starter
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Default Question Regarding IG Command Squads

I'm about to finish putting my squat command squad together, current I have an officer a vox squat and a normal guy, what are the last positions I need to fill?
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post #2 of 9 (permalink) Old 04-02-13, 06:52 PM
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2 more normal guys, but you could have a medic(probably not) or a heavy weapons team, or special weapons
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post #3 of 9 (permalink) Old 04-02-13, 07:35 PM Thread Starter
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Medic not worth it? I wouldn't mind converting one.
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post #4 of 9 (permalink) Old 04-02-13, 08:21 PM
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Medic gives you FNP, which some guard players don't think worth the points, especially when it excludes a heavy weapons team for your HQ, or two more Special Weapons.
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post #5 of 9 (permalink) Old 04-02-13, 08:44 PM Thread Starter
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How about a missile launcher team then?
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post #6 of 9 (permalink) Old 04-02-13, 09:32 PM
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Not a bad all around choice. Neither is an Autocannon or Lascannon team.
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post #7 of 9 (permalink) Old 04-02-13, 10:46 PM Thread Starter
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Mortars any good?
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post #8 of 9 (permalink) Old 04-03-13, 02:26 AM
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wouldnt go with mortars, but autocannons are amazing in sixth
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post #9 of 9 (permalink) Old 04-03-13, 10:04 AM
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it really depends on the role you want them to play will they be in a vehicle speeding forward or will they take up a defensive position and fire away?. Medic is good if you are running a plasma squad so they don't kill themselves that often, autocannon is the "go to" weapon this edition as most flyers have low armor and it can be used for anti infantry, personally i run my CCS on my quad gun so they are always behind cover with their camo cloaks with an autocannon and 2 snipers, if its a squad that sits back and shoots take a master of ordnance, he can basically fire a battle cannon and if your opponents use a lot of reserves take the officer of the fleet to slow him down
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