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Old 21 Aug 2006, 16:34   #4 (permalink)
MalVeauX
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Join Date: Feb 2005
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Default Re: commander wargear

Quote:
Originally Posted by Bertus Maximus
Im having trouble picking what wargear to give my commander ???. First i wanted a plasma/thunder hammer combo but then i got thinking, should i use lightning claws or add an adamantine mantle or mabye put in an iron halo. I am realy confused as to what is the best equipment i mean should i just go for the cheapo commander or give him lots of stuff to make him deadly :huh:. Help me please!

(By the way he is a master)

Thanks

(oh my old guy had a power sword, and adamantine mantle and a storm bolter and he seemed to work pretty well)
Heya,

Your HQ will be better for you, for his cost, if you give him a purpose in your army. He's a master, so he's good to keep alive. You may want to keep him out of assault in that case, or at least, away from the front lines so that he will live longer and provide his generous rites of battle to the army. In that sense, you don't need to take anything really. A storm bolter would be appropriate with an auspex and call it a day. Attach him to a Command squad with heavy bolters and take a ranged reserved approach for example.

However, if you want to get up close and personal with him, consider other options. Thunder Hammers are nice, but they cost a mint and are only truly useful against seriously dangerous threats in assault--monstrous creatures, enemy marines, etc. These threats single you out in assault, because you're an ind. character. You may want to make note of that because if you strike last with a thunder hammer, you may die before getting a chance to do anything with it. The plasma pistol will generally only get fired once, because of the low range and then you'll be in assault. So is it worth it? Probably not. If you plan on being in assault, consider things that get you there faster. Enhanced movement modes are critical. Jump pack and Bikes offer these to you. Defense is important, such as a Storm Shield or Combat Shield. Lots to consider.

So, a few things to consider since this is Space Marines. If you want to be in assault, the Bike is going to be a great buy for you. The T5 is a great way to extend your life in assault. It also keeps you alive on the way to assault, because you're fast and you can turbo boost if you think you will be stranded to go for a great invulnerable save. Simply add a CCW or bolt pistol and take a power fist under your wing, or power weapon if you want to keep initiative and you're set (for relatively cheap). Alternatively, a jump pack with a power weapon or lightning claws can take you very far in assault. Moving fast, choosing assault targets instead of being the target yourself. Killing things in the 2" kill zone is how you keep yourself alive far more often than using defensive upgrades which cost a mint and only give you a small chance of extra survival. If you take him into a Drop Pod with a Command Squad, rigged for close range assault, you can forgo the jump packs, bikes, etc and keep him simple and even cheaper.

Think of what you need him to do. Think of where you want him to be. Think of who you are facing often and if he's the right character for assault, or if he needs to hang back and just survive and support.

Example(s):

Reserved, Support
Master with Storm Bolter, Auspex
Command Squad; 5x Space Marines with 2x Heavy Bolters
~187 points (think of it like a mini devastator squad, but fielded as an HQ in deployment)

Drop Pod
Master with Pair of Lightning Claws and Iron Halo
Command Squad; 7x Space Marines, 2x Meltaguns
Drop Pod
~285 points (expensive, but potent and mobile)

Jump Pack, Solo
Master with Jump Pack, Pair of Lightning Claws, Frag Grenades
~126 points. (151 points if you want to add an Iron Halo, though personally I wouldn't bother)

Bike, Solo
Master with Space Marine Bike, Power Fist, Bolt Pistol
~131 points. (Basic setup, but very powerful; you can add artificer armor for a 2+ inv save upon turbo boost)

Cheers!
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