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Space Marine Commander
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Old 10 Jan 2006, 20:11   #1 (permalink)
Shas'El
 
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Default Space Marine Commander

I have tried out many tactics with commanders. But I wonder what would be
the best configuration would be. I prefer versatility, so I mostly use the Master with a stormbolter and power sword, and maybe a iron halo for survivability.
Does anyone have any comments or better ideas for commander configurations?
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Old 10 Jan 2006, 20:15   #2 (permalink)
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Default Re: Space Marine Commander

I find Adamantine Mantle is best for survivability. Throw in a Power Fist or Thunder Hammer, and a Bolt Pistol, with a Combat Shield/Bionics for increased survivability. Commanders like that hurt!
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Old 10 Jan 2006, 21:37   #3 (permalink)
Shas'Ui
 
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Default Re: Space Marine Commander

Me, I'd suggest going for twin Lightning Claws, as it'd be a shame to waste the Commander's superb Ini5, all the while inflicting wounds without Armor saves and rerolling all failed wounds (mind you, you only get to reroll any dice once)!! An Iron Halo could be cool, but a Combat Shield's probably ample protection enough, especially if you got the Aspire For Glory trait. Terminator Honours are very cool for that extra attack.

For a PowerFisting/Thunderhammering Commander, I've heard good things about them when fielded with Adamantine Mantle and either Iron Halo or Storm Shield, in a Command squad with an Apothecary, so to protect your huge point investment.

But no matter what, it's almost always a bad idea to equip a HQ with a Storm Bolter, since you're cheating yourself from access to a cheap extra melee Attack under the form of the Bolt Pistol.
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Old 10 Jan 2006, 21:44   #4 (permalink)
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Default Re: Space Marine Commander

Like many other selections in the Space Marine Codex, Space Marine commanders are "above average" HQ's, but can be outclassed by different HQ's in different areas of expertise.

I generally take a Master with a Power weapon, and either Iron Halo or Artificer armor (for fluffiness), bolt pistol and frag grenades.

I then attach him to an HQ squad with a couple of special weapons and Infiltrate, as this gives me a high level of tactical flexibility, without being overly expensive. The unit is equipped with bolters and sometimes True Grit when I can spare the points.

Against shooty armies the Inifltrate gives me a 2/3 chance of setting up closer to their units with a decent combat squad. Against assaulty armies I use the infiltrate (where available) to set up close range fire support, and counter-charge the enemy's faster units. The HQ isn't going to beat many uber assault units, but often it can stem them off long enough for my main battle line to readjust. As it stands, my HQ is great for tackling general infantry, and not so great for taking down uber characters/monsters.
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Old 10 Jan 2006, 22:02   #5 (permalink)
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Default Re: Space Marine Commander

Given that I generally run at least one squad of termies in my lists, I find the most efficient commander is a Captain with power weapon, storm bolter and termie armour. Not so much a captain as a "super veteran sergeant", but he takes care of business.

Without termies? I don't know....I'd probably take a chaplain instead
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Old 10 Jan 2006, 23:07   #6 (permalink)
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Default Re: Space Marine Commander

I'd usually take a captain with a power weapon, bolt pistol, inv save (Iron Halo or Combat Shield), and a command squad.

or a chaplain with bolt pistol and command squad.

or a terminator captain with storm bolter and power weapon and terminator command squad.

or a librarian with bolt pistol and power weapon and command squad.

in my opinion, the best equipment a marine IC can have is: more marines. give him a command squad. more survivable, access to vet skills, comes on from reserves with them if they're in a transport and you play escalation, can infiltrate, etc
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Old 11 Jan 2006, 15:38   #7 (permalink)
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Default Re: Space Marine Commander

I'm having the same problem with my commander. I don't want him to be too expensive but want to fully take advantage of his abilities.

I was thinking either Powerfist and bolt pistol combo
or
dual lightning claws.

He'll be supported by lots of tactical marine squads but he'll need to deal his fair share of dammage.
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Old 11 Jan 2006, 15:58   #8 (permalink)
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Default Re: Space Marine Commander

I take a minimum captain with a powerweapon and bolt pistol. thats all.

I prefer to put my points in shooting, but then my SM army is very shooty.

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Old 12 Jan 2006, 08:37   #9 (permalink)
Shas'Ui
 
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Default Re: Space Marine Commander

Quote:
Originally Posted by Frogger
I don't want him to be too expensive but want to fully take advantage of his abilities.

I was thinking either Powerfist and bolt pistol combo
or
dual lightning claws.
One of the abilities of the space marine ICs is that they have higher initiative than normal marines. To take advantage of this, you need a power weapon or lightning claws. So the only time I'd ever give a marine IC a power fist would be if he also had a power weapon/ force weapon/ crozius. it's a few more points, but you're only losing a bolt pistol.
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Old 12 Jan 2006, 11:51   #10 (permalink)
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Default Re: Space Marine Commander

captain with a pair of lighting claws, combat shield & infiltrate. In a command squad with Apothecary & company chapion 8 marines Strong in total.
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