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Command Squads
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Old 06 Sep 2006, 12:32   #1 (permalink)
Shas'O
 
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Default Command Squads

I was reading Novae's Space Marine codex the other day, and I had a sudden realization:

Some of my other buddies have nearly always used their Commanders in deep strike with a Teleport Homer, attached to a regular command squad.

Is this legal?

Also, is it legal to give an upgraded Scions of Mars Techmarine commander a command squad retinue?
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Old 06 Sep 2006, 12:48   #2 (permalink)
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Default Re: Command Squads

Read your codex:

the scions of mars techmarine- in neither of the rules bits (either deviant entry or the list entry) does it say that they can be given a retinue. I have a feeling that the servitors are his command squad. Although there is nothing wrong with taking a cheap chaplain to gain a command squad. (note: I may be WAY wrong on this.. I'm only going by the rules, he may be a replacement for the commander entirely and thus have a command squad, but it says nothing)

Terminator + power armour command squad - "terminator characters may not lead a command squad, but they may join one during gameplay" this little statement (shortened from the codex) means that it is impossible for a character in terminator armour to get his own command squad, but may join another characters squad in the game.

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Old 06 Sep 2006, 13:55   #3 (permalink)
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Default Re: Command Squads

Quote:
Originally Posted by Nightmare
Read your codex:

the scions of mars techmarine- in neither of the rules bits (either deviant entry or the list entry) does it say that they can be given a retinue. I have a feeling that the servitors are his command squad. Although there is nothing wrong with taking a cheap chaplain to gain a command squad. (note: I may be WAY wrong on this.. I'm only going by the rules, he may be a replacement for the commander entirely and thus have a command squad, but it says nothing)

Terminator + power armour command squad - "terminator characters may not lead a command squad, but they may join one during gameplay" this little statement (shortened from the codex) means that it is impossible for a character in terminator armour to get his own command squad, but may join another characters squad in the game.

You are correct about the techmarine. He is not allowed to have a command squad on his own, but may freely join up with another characters command squad.

As for the second part, again you are right. You cannot take a character with terminator armor and buy him a regular command squad. And even if you could, you wouldn't be able to deepstrike them as power armor lacks the teleporting capacity (at least thats what I read of it from them not having the ability to deepstrike in any power armored squads rules, save the grey knights). However, why wouldn't you just buy the commander in terminator armor the terminator command squad? The only thing you are losing is the specialists from the unit. Instead you get at least 4 marines in terminator armor that can carry 2 assault cannons. Seems to me that would be a worthy trade off.
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Old 06 Sep 2006, 17:23   #4 (permalink)
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Default Re: Command Squads

Specialists are overrated from all accounts anyway.

Tell them to stop cheating and use a drop pod/termie command squad or deploy them via more conventional means.
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Old 07 Sep 2006, 11:04   #5 (permalink)
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Default Re: Command Squads

Not all specialists are over rated. The apothecary in a shooty command squad is actually really good. The company champion shines in a close combat oriented command squad. Veteran Sergeants are usually good in either.

But the Standard Bearer can be especially good. But then again, I am coming from a Dark Angels point of view, as we have 3 special standards.

Actually now that I think about it more, all of the specialists in a command squad can be really good, but when used appropriately. If all you are doing is throwing them into the command squad because you can, then no, they won't be worth it. And if you are going overboard on everything you can give them, then of course they won't make their points back. But if you sit down and actually think about what you want the unit to do, then you should be able to completely tailor the unit to your tastes.

Granted, command squads aren't really worth taking until you hit a higher point battle, like say 1500 to 2000 pts. But once you make it to that pt level they can be insanely good.

Try this:

Master w/ twin lightning claws,

5 man command squad w/ company champion, veteran sergeant (powerfist), the other 3 have bolt pistol/ccw.

reclusiarch w/ bolt pistol attached

all have furious charge.

total points: 337

now the only problem is getting them across the board. We have 2 viable solutions: Rhino or Land Raider. Since you are playing a large sized game I say go for the gusto... buy that Land Raider.

All told it will come to a total of 587 points, but in 2000 pts for a unit like that, it could be well worth it. And they should be able to handle quite a few things in hth that normal marine units wouldn't be able to.
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Old 07 Sep 2006, 14:20   #6 (permalink)
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Default Re: Command Squads

Quote:
Originally Posted by Howloutloud
All told it will come to a total of 587 points, but in 2000 pts for a unit like that, it could be well worth it. And they should be able to handle quite a few things in hth that normal marine units wouldn't be able to.
I highly recommend against taking a unit that blingy against an army which has any decent shooting in it whatsoever. Against an army which has big squads where all your attacks are going to be hurting something, though, it's definitely worthwhile. I'd love to see them eating their way through a Necron Phalanx...or charging into, of all things, other Space Marines. I say that specialists definitely have a place in any but the smallest and cheapest Command Squad (the kind that are purely meatshields with a Veteran Skill and transport option), whatever their role. Many of the arguments against their bling are moot points if you're going for a big HQ powerhouse...since if you're gonna have one, you should do all you can to max it out (so it can succeed in its intended role).

Dark Angel Standards are, of course, of particular note...because they just plain rock. Failure to take one in a Dark Angel Command Squad is something close to blashpemy. They might be a bit costly...but it's hard not to make use of them somehow.
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