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Noob- Special Weapon Squad Doctrine
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Old 30 May 2008, 16:26   #1 (permalink)
Kroot Shaper
 
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Default Noob- Special Weapon Squad Doctrine

I'm having a hard time wrapping my head around the SWS doctrine.

How is it beneficial to take this doctrine?

Do you need it to have 0-2 SWS's attached to your HQ?

How do you make SWS's independent troops for example- using them in conjunction with the drop-troops doctrine? And where would such independants fit into the army organization chart?

As always your help is appreciated.
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Old 30 May 2008, 16:39   #2 (permalink)
Zen
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Default Re: Noob- Special Weapon Squad Doctrine

Again this is more of people's preference like Heavy Weapons Support Squad

Yes, it is part of your HQ Command Squad. They're deployed with them and share the HQ slot with the Command Squad. Don't worry everybody who's new to IG get confused with IG's FoC :P

But do note: they can be deployed independently from the Command Squad. So, they don't have to stick around with their boss all the time

OK, this doctrine is normally used along with Drop Troops. For, tank-killing goodness, give them either 3 meltaguns or 2 meltaguns and 1 demolition charge. For infantry-killing, give them 3 flamers.

I hope this helps
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Old 30 May 2008, 16:49   #3 (permalink)
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Default Re: Noob- Special Weapon Squad Doctrine

I run a drop troops list and have found that Special Weapons squads are invaluable. In addition to the lovely meltagun and flamer action mentioned above, good scatter rolls with a Special Weapons squad that deepstrikes in with three Demolition Charges will dramatically turn the tide of a game against any MEQ army.
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Old 30 May 2008, 16:52   #4 (permalink)
Kroot Shaper
 
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Default Re: Noob- Special Weapon Squad Doctrine

Spiffy and easy to manage. Thank you.

Thought though, for anti-infantry- how effective do you think two flamers and a demo charge would be?
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Old 30 May 2008, 16:55   #5 (permalink)
Zen
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Default Re: Noob- Special Weapon Squad Doctrine

Uh, you can't take 3 Demo Charges in a single Special Weapons Squad (SWS). Only one Demo for each SWS.

Quote:
Originally Posted by wolfedale
Spiffy and easy to manage. Thank you.

Thought though, for anti-infantry- how effective do you think two flamers and a demo charge would be?
Also good but I don't like having 'one hit then it's gone' weapons, personally.
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Old 30 May 2008, 17:07   #6 (permalink)
Kroot Shaper
 
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Default Re: Noob- Special Weapon Squad Doctrine

Quote:
Originally Posted by Colonel Zenai (General Zia'ne)
Uh, you can't take 3 Demo Charges in a single Special Weapons Squad (SWS). Only one Demo for each SWS.

Quote:
Originally Posted by wolfedale
Spiffy and easy to manage. Thank you.

Thought though, for anti-infantry- how effective do you think two flamers and a demo charge would be?
Also good but I don't like having 'one hit then it's gone' weapons, personally.
The way I'll normally get these poor boys dug in they may only have time for one shot ;D lol
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Old 30 May 2008, 17:12   #7 (permalink)
Zen
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Default Re: Noob- Special Weapon Squad Doctrine

Quote:
Originally Posted by wolfedale
Quote:
Originally Posted by Colonel Zenai (General Zia'ne)
Uh, you can't take 3 Demo Charges in a single Special Weapons Squad (SWS). Only one Demo for each SWS.

Quote:
Originally Posted by wolfedale
Spiffy and easy to manage. Thank you.

Thought though, for anti-infantry- how effective do you think two flamers and a demo charge would be?
Also good but I don't like having 'one hit then it's gone' weapons, personally.
The way I'll normally get these poor boys dug in they may only have time for one shot ;D lol
Hmmm, true also. But in any case, I don't like one hit wonders :P
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Old 30 May 2008, 17:32   #8 (permalink)
Shas'Vre
 
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Default Re: Noob- Special Weapon Squad Doctrine

I like demo charges. they may be only one shot but you'd be surprised at how often they are ignored after they throw the thing. and that's with a pair of meltas.

Quote:
Originally Posted by wolfedale
I'm having a hard time wrapping my head around the SWS doctrine.

How is it beneficial to take this doctrine?

Do you need it to have 0-2 SWS's attached to your HQ?
that is it exactly(see you know the rules better then you thought )
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Old 30 May 2008, 17:39   #9 (permalink)
Kroot Shaper
 
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Default Re: Noob- Special Weapon Squad Doctrine

Quote:
Originally Posted by Johnnyboy
I like demo charges. they may be only one shot but you'd be surprised at how often they are ignored after they throw the thing. and that's with a pair of meltas.
There's a real nice thought
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Old 30 May 2008, 17:46   #10 (permalink)
Shas'Vre
 
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Default Re: Noob- Special Weapon Squad Doctrine

it'll probally work better with flamers like your thinking.

but I play a drop troop army.

so the 6 man squad with 2 meltaguns usually gets over looked by the 5-10 infantry/command/sentinal squads that drops in around the same time
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