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Plasma/Medic Command
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Old 01 Feb 2007, 23:59   #1 (permalink)
Shas'La
 
Join Date: Dec 2006
Location: Blacksburg, VA
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Default Plasma/Medic Command

With all the las/plas that gets thrown around...

Why have I not seen a combination like this?

Command Squad


Junior officer with stormbolter
3 plasma-armed guardsmen
1 medic
Carapace doctrine

In this way, you have an extremely shooty squad that isn't THAT prone to self-destruction. Lots of concentrated plasma in the form of cheese.

So, to restate, why have I not seen this before?
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Old 02 Feb 2007, 00:10   #2 (permalink)
Shas'El
 
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Default Re: Plasma/Medic Command

Quote:
Originally Posted by balistafreak
With all the las/plas that gets thrown around...

Why have I not seen a combination like this?

Command Squad


Junior officer with stormbolter
3 plasma-armed guardsmen
1 medic
Carapace doctrine

In this way, you have an extremely shooty squad that isn't THAT prone to self-destruction. Lots of concentrated plasma in the form of cheese.

So, to restate, why have I not seen this before?
I think this is a very common combination. But without the Carapace Armour.
It's just not worth the points, as you need to give it to every squad.

Three Plasma Rifles and perhaps a Plasma Pistol to the Commander.
The Medic is paramount for the squads survival.
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Old 02 Feb 2007, 00:28   #3 (permalink)
Kroot Shaper
 
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Default Re: Plasma/Medic Command

It is something i considered for a long time and still consider. I decided against it becose, if you have the models (many plasma's) to do it, i find it sightly more effective to field them on the form of a veteran squad armed to the theets rather then a command squad. For many reasons:

-If you also field a banner in that same team, it will be sightly too many points on the back of too few vulnerables guardsmens. And a banner is not best used in a team of plasma assaulters.

- A team of 5 veterans cost is very near the one of a 5 man command squad. But their superior balistic skill and infiltration hability will make better use of the plasma, and make obsolete the use of carapace armor or vehicule, as you will most likely infiltrate into cover and in range of the ennemy.

- You can put a few extra corpses in a veteran squad to take causualities first, wich do the same as a medic in my oppinion.
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Old 02 Feb 2007, 00:30   #4 (permalink)
Shas'El
 
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Default Re: Plasma/Medic Command

Quote:
Originally Posted by General_Dakari
Upgrade all the Guardsmen in the CS to Veterans, then have them take the armor.
I would not advice that. Not at all.
Way too expensive.
You have a model the equivalent of a Stormtrooper with lower BS, but costs way more.
A Veteran with a Plasma Rifle and Carapace would cost 21 points just in upgrades.
The lowest cost of the squad would hit over 100p!

The strength of the Imperial Guard is numbers of men. And the idea of putting Carapace up, cost too much.
Take Stormtroopers with Plasma instead, if you want the 4+ save.
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Old 02 Feb 2007, 00:35   #5 (permalink)
Shas'El
 
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Default Re: Plasma/Medic Command

eek. if you really wanna play some ugly number crunching, you take sharpshooters to avoid that first blow up hit, rather than carapace - which restricts your whole army to the same thing.

3 plas
vet med w plas pis
jo w plas pis
sharpshoot
(carapace as you prefer)
droptroops (!!! cheesy I know, but it gets those plaspists into the action)

thats a lot of dead power armor and a fairly decent chance of not suiciding
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Old 02 Feb 2007, 00:38   #6 (permalink)
Kroot Shaper
 
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Default Re: Plasma/Medic Command

The Sharpshooter doctorine does not allow you to counter the overheat of a plasma rifle. It is in the FAQ, or even perhaps in the codex. (I could confirm if i did not loose it).

However, the ''masterwork'' upgrade of the armory and the special ''sage'' henchmen hability from the witch hunters retinue does allow you to counter a plasma weapon ''overheat''
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Old 02 Feb 2007, 00:50   #7 (permalink)
Shas'El
 
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Default Re: Plasma/Medic Command

Quote:
Originally Posted by Archimede
The Sharpshooter doctorine does not allow you to counter the overheat of a plasma rifle. It is in the FAQ, or even perhaps in the codex. (I could confirm if i did not loose it).

However, the ''masterwork'' upgrade of the armory and the special ''sage'' henchmen hability from the witch hunters retinue does allow you to counter a plasma weapon ''overheat''
aw. bummer. thanks for the heads-up. i rarely use plas except on my stormies who dont sharpshoot, so it hasnt come up often enough for me to figure that one out yet.
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Old 02 Feb 2007, 01:23   #8 (permalink)
Shas'La
 
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Default Re: Plasma/Medic Command

Master-crafted plasma weapons? Eek. That's fething expensive, but would be almost guaranteed no-fry, and a 75% chance to hit, so it might be worth it as a "centerpiece" (a unit that delivers hideous amounts of damage by itself, but isn't as efficent as greater numbers).
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Old 02 Feb 2007, 03:11   #9 (permalink)
Kroot Shaper
 
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Default Re: Plasma/Medic Command

When rapid shotting, a masterwork plasma pistol on an aldredy expensive unit (like a commisar or your heroic leader) can pay its points in dead marines (or saved lives). But it remain a luxury.
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Old 02 Feb 2007, 14:35   #10 (permalink)
Shas'O
 
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Default Re: Plasma/Medic Command

If you're going to take plasma pistols, give it to a techpriest.

A medic can only 'heal' one wound a turn, so if you plasma command squad overheats, and is under fire, the medic can't do much.
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